SDL on small/embedded devices

I’ve seen questions on running SDL on small devices. Is this something that
is hard/expensive to start, as a hobbyist? I don’t have any embedded devices
at the moment, besides my ipod. I’d like to find something not so costly,
and something not running on a non-replaceable battery =. I guess my
question is, is embedded device programming (with SDL, hopefully) easy to
get into as a hobbyist, or does most development happen because of a willing
company wanting to turn a profit? (nothing wrong with that, but it doesn’t
help my curiosity). Any information would be appreciated.

Thanks in advance.

Shawn A wrote:

I’ve seen questions on running SDL on small devices. Is this something that
is hard/expensive to start, as a hobbyist? I don’t have any embedded
devices
at the moment, besides my ipod. I’d like to find something not so costly,
and something not running on a non-replaceable battery =. I guess my
question is, is embedded device programming (with SDL, hopefully) easy to
get into as a hobbyist, or does most development happen because of a
willing
company wanting to turn a profit? (nothing wrong with that, but it doesn’t
help my curiosity). Any information would be appreciated.

Thanks in advance.

SDL has in itself minimal dependencies. For recent (1.2.?) versions
even the libc is not requirement. But of course everything else has
it as requirement so it doesn’t matter so much…

So I suggest you take a look to LFS (linux from scratch) build a
minimum Linux distribution with the SDL and probably without X.
If you have the right framebuffer drivers in your kernel SDL
will display in full screen.

I have managed to stack up libstdc++ and my personal widget library
libwt with two games in a bootable usbstick or an ISO image under 12MB.

It also sort of works under QEMU, not only funny but super useful.

      .bill

Thanks for the suggestions. I’ve already gotten SDL to run in the
framebuffer, although performance was a little off. I was more wondering
which devices, preferebly portable, I could be able to install linux on/run
SDL applications. I’ve looked at ipodlinux (which can run SDL, I believe)
but I have a 5th generation so support is off. I’ve also looked at lists of
embedded devices running linux but I’m not sure which ones are developer
friendly and/or if they are even worth the price.
–Thanks againOn 12/16/06, Vassilis Virvilis wrote:

Shawn A wrote:

I’ve seen questions on running SDL on small devices. Is this something
that
is hard/expensive to start, as a hobbyist? I don’t have any embedded
devices
at the moment, besides my ipod. I’d like to find something not so
costly,
and something not running on a non-replaceable battery =. I guess my
question is, is embedded device programming (with SDL, hopefully) easy
to
get into as a hobbyist, or does most development happen because of a
willing
company wanting to turn a profit? (nothing wrong with that, but it
doesn’t
help my curiosity). Any information would be appreciated.

Thanks in advance.

SDL has in itself minimal dependencies. For recent (1.2.?) versions
even the libc is not requirement. But of course everything else has
it as requirement so it doesn’t matter so much…

So I suggest you take a look to LFS (linux from scratch) build a
minimum Linux distribution with the SDL and probably without X.
If you have the right framebuffer drivers in your kernel SDL
will display in full screen.

I have managed to stack up libstdc++ and my personal widget library
libwt with two games in a bootable usbstick or an ISO image under 12MB.

It also sort of works under QEMU, not only funny but super useful.

      .bill

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