Is your code ready?
Not yet, but we certainly would like a peek at what you’ve got going on.On 4/14/98 1:03 AM, Sam Lantinga wrote:
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| Andrew Welch | Ambrosia Software, Inc. |
| Thaumaturgist | http://www.AmbrosiaSW.com/ |
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Not yet, but we certainly would like a peek at what you’ve got going on.
What do you mean? SDL? See my signature.
…looks like you need someone to write the MacOS version…? :)On 4/14/98 10:26 PM, Sam Lantinga wrote:
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| Andrew Welch | Ambrosia Software, Inc. |
| Thaumaturgist | http://www.AmbrosiaSW.com/ |
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…looks like you need someone to write the MacOS version…?
Yeah!
ok, where do I sign?On 4/14/98 11:08 PM, Sam Lantinga wrote:
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| Andrew Welch | Ambrosia Software, Inc. |
| Thaumaturgist | http://www.AmbrosiaSW.com/ |
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ok, where do I sign?
Right here.
Grab the source, ask questions, and hack away!
I’m working on optimized blitters for Nbpp using colorkeying/RLE/Alpha
The list comes to like 80+ blitter routines, if fully optimized.
Just join the list sdl at surfnetcity.com.au by sending e-mail to
sdl-subscribe at surfnetcity.com.au
Grab the latest development source from
http://www.devolution.com/~slouken/SDL/develop.html
Look at the various modules to see how they work.
src/linux/ggi contains the best example of a simple front-end,
and the headers are all up to-date.
The HTML documentation is only slightly out of date, and any API changes
are documented in the WhatsNew file.
The file_c.h includes in the src directory give a good feeling for what
each module exports to the others, and what needs to be implemented in
a new port.
Important system dependent modules are:
src/stub/load.c
This contains code to dynamically load the library
src/stub/<os>/sysdep.decl
This contains OS-dependent exports (typically empty)
src/<os>/SDL_mutex.c
This contains the code for semaphores
src/<os>/SDL_thread.c
This contains the code for threads
src/<os>/<interface>/SDL_eventloop.c
This contains code for managing events
src/<os>/<interface>/SDL_video.c
This contains code for framebuffer setup
and window manager interaction.
src/<os>/SDL_sound.c
This contains code for the sound driver
test/mkfrag/<os>/make.conf
This contains Makefile definitions for linking SDL programs
Once these modules are written, test them with the programs in ./test
Hehe, I see Andrew took my advice… I pestered him a couple of times
about trying it out. If he likes he’ll prolly do a MacOS port(save me the
trouble…), which means we could be looking at lots of MacOS developers
in a couple of months! (A.Welch has a lot of clout in the Mac games
community, perhaps not as much as J.C. (John Carmack), but close
Did Brooks Bell talk to you? He was considering using SDL, but lack of a)
MacOS port, b) Video player for quicktime put him off(I think).
njh
Hehe, I see Andrew took my advice…
Yeah, he said “where do I sign?”
Did Brooks Bell talk to you? He was considering using SDL, but lack of a)
MacOS port, b) Video player for quicktime put him off(I think).
He hasn’t talked to me, yet.
Ah! Here it is…
As Apple is now doing the M$ thing and putting a charge to distribute its
technologies I can almost feel Mac games programmers moving camp…
njhOn Tue, 14 Apr 1998, Sam Lantinga wrote:
As Apple is now doing the M$ thing and putting a charge to distribute its
technologies I can almost feel Mac games programmers moving camp…
But it might be good for me… ?
Anybody want to write SoundSprockets? grin
As Apple is now doing the M$ thing and putting a charge to distribute its
technologies I can almost feel Mac games programmers moving camp…
Yeah, I saw that. That sucks!
I simply don’t get it?!?!?! Why discourage programmers?
but hey, that’s what you get when you live in a proprietry world.
njhOn Tue, 14 Apr 1998, Sam Lantinga wrote: