I’m just being curious: Having open source alternatives for developing games
for iPhone, Why would you think people would prefer sdl instead cocos2d?
(just naming one very popular api).
What benefits are for developers in choosing SDL1.3 in favor of any other
api?
Easy, while using SDL you might be able to target other devices besides
iPhone.
Not to forget that you get a very mature library, that is used by many game
studios.–
Paulo
On Thu, Jan 13, 2011 at 1:19 PM, David Roguin wrote:
Hi.
I’m just being curious: Having open source alternatives for developing
games for iPhone, Why would you think people would prefer sdl instead
cocos2d? (just naming one very popular api).
What benefits are for developers in choosing SDL1.3 in favor of any other
api?
Apart from this, I believe that SDL 1.3 is gonna need a few more features
before the commercial license is appealing to devs.
What do you think?, being really honest and putting aside the fact that
everyone here (including me) loves SDL.On Thu, Jan 13, 2011 at 4:04 PM, Paulo Pinto wrote:
SDL really only has no appeals to already experienced iPhone developers. If you’re an experienced iPhone developer, and you have no intentions to port to other platforms, then don’t use SDL.
To C/C++ developers who have never done any Objective-C programming but want to make iOS apps; however, SDL is probably the most fully-featured way to do so that will be familiar to them. This will save them a bunch of effort and countless hours of development time.
To C/C++ developers who want to support as many platforms as possible, including iOS as one of those; there really is no other choice (well RTsoft, the creators of ClanLib, have Photon SDK… but it fails hard by comparison).
SDL is not the one-solution-fits-all for application development needs, by any means.------------------------
EM3 Nathaniel Fries, U.S. Navy
This is a fair assessment, IMHO.On Sat, Jan 15, 2011 at 4:06 PM, Nathaniel J Fries wrote:
SDL really only has no appeals to already experienced iPhone developers.
If you’re an experienced iPhone developer, and you have no intentions to
port to other platforms, then don’t use SDL.
To C/C++ developers who have never done any Objective-C programming but
want to make iOS apps; however, SDL is probably the most fully-featured way
to do so that will be familiar to them. This will save them a bunch of
effort and countless hours of development time.
To C/C++ developers who want to support as many platforms as possible,
including iOS as one of those; there really is no other choice (well RTsoft,
the creators of ClanLib, have Photon SDK… but it fails hard by
comparison).
SDL is not the one-solution-fits-all for application development needs, by
any means.
imho sdl on iphone has the great advantage that just by compiling the
application with the library provides already a working framework with
only some limited number of changes to the sources.
On the other hand sdl has the shortcomings that offers very little
customization in the objective-c world and you need to heavily modify
it to suit your needs.
Overall i think sld on iphone has been a great asset on for the
library but i do feel it still needs some updates.
Sam, wasn’t there a major update that would have created a
uiviewcontroller instead of a uiview for sdl contents?
On an unrelated note, just for the sake of completeness, do you think
you could add #define SDL_JOYSTICK_DISABLED 0 to the
SDL_config_iphoneos.h?
also, i’ll repost my bugreports [ with patches that just await to be
applied ]
bye
VittorioOn Sun, Jan 16, 2011 at 2:10 AM, Sam Lantinga wrote:
This is a fair assessment, IMHO.
On Sat, Jan 15, 2011 at 4:06 PM, Nathaniel J Fries wrote:
SDL really only has no appeals to already experienced iPhone developers.
If you’re an experienced iPhone developer, and you have no intentions to
port to other platforms, then don’t use SDL.
To C/C++ developers who have never done any Objective-C programming but
want to make iOS apps; however, SDL is probably the most fully-featured way
to do so that will be familiar to them. This will save them a bunch of
effort and countless hours of development time.
To C/C++ developers who want to support as many platforms as possible,
including iOS as one of those; there really is no other choice (well RTsoft,
the creators of ClanLib, have Photon SDK… but it fails hard by
comparison).
SDL is not the one-solution-fits-all for application development needs, by
any means.
[quote=“Vittorio G.”]imho sdl
Sam, wasn’t there a major update that would have created a
uiviewcontroller instead of a uiview for sdl contents?
/quote]
Not really needed.
Here’s a couple interesting methods I wrote.
This first one SwapViews, get the windows stack, gets the top most view which in this case is the sdl created view
and moves it to the bottom of the windows stack.
So here we have two views, one of which has the subview created by sdl
we want to swap between the two views with a flip translation animation of duration 1.
first firstView is an sdl open gl view
secondView is a view created by the ios api with a uitableview controller on it and a few other controls
michelle -
i was wondering if you had a simple example of an SDL project setup using a UIViewController.
i am doing an application port to iPad and can get nothing to display on this thing. i fear i am setting up the iPad part incorrectly (i.e i have no view controller at the moment).
if it’s better to contact you off-line via email i would be glad to do that as well.
michelle -
sorry - should be more specific and give more details.
as a test, i was trying to wedge the happy.c SDL demo application into a newly created empty View-Based Application.
iow, get the app to start and see the faces flying around… so far… no luck. i’m not sure i’ve put the code in the right place.
i’m pretty new to iPhone dev… so i’d appreciate any help i could get!