Very nice idea to emulate the old displays of the 70’s and 80’s.
Let us know if something is going on, an API or something …
By the way, I announce that my library SDL_Layer is already available
There’re two demos: “scroll” and “snow”
make && make demos
The first one shows the scrolling capacity with parallax effect,
the second one shows the capacity to blit sprites on different layers
and use update rects to refresh the display without having to deal
with finding refresh regions.
I’m waiting for your impressions, comments, advices.
----- Message d’origine ----De : Bill Kendrick
? : A list for developers using the SDL library. (includes SDL-announce)
Envoy? le : Lundi, 21 Juillet 2008, 19h51mn 43s
Objet : Re: [SDL] Where SDL goes
On Sun, Jul 20, 2008 at 09:58:21PM +0000, … wrote:
Where does SDL code go in your game? Does it go into its own class (its own
header,cpp) or does it go within the same class as your game? In other words
does it have its own little section of code or do you combine it with the app
code. Any help would be appreciated. Thanks!
I’ve found SDL itself low-level and portable enough that ‘wrapping’ it
(for some future replacement) hasn’t been necessary. I also often write
most of an entire game in two evenings, and then work on the next game.
OTOH, I’m hankering to go back and make all of my vector-based games look
nicer, and was thinking of making a little line-drawing library on top of
SDL (with the option of also sitting on top of OpenGL) so that I could
make the games look more like real vector screens from arcade games of
the 1970s and 1980s.
(A key feature would be the ability to change the level of realism…
straight bresenham pixelated lines, like I have now, for slow systems,
up to anti-aliased, alpha-blended, blurred lines for fast systems.
Something chosen either at runtime or build-time. I obviously haven’t
spec’d this out much yet. )
“Tux Paint” - free children’s drawing software for Windows / Mac OS X / Linux!
Download it today! http://www.tuxpaint.org/
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