I am considering adopting SDL2 as a framework to port some existing C++ 2d iOS and Android games.
The games were created in the Marmalade system, which is a bit like SDL, but more heavyweight.
My impression is that a bit of work needs to be done go from SDL out-of-the-box to a system that’s ready for game-specific code. Things like:
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Setting up projects/solutions for Windows (where I’d like to do must of the development), iOS/macOS, Android.
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Integrating the sound mixer library.
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Creating a system for drawing sprites from multiple sprite sheet textures.
In short, I could start with SDL out of the box, but I’m hoping someone (LazyFoo?) has put together some starter code/projects that handle some of these things. What I’d like is a “Hello World” 2D game that just plain builds and runs as-is on Windows, iOS/MacOs, and Android, and does some basic game functionality like moving a bunch of sprites (taken from multiple sprite sheet textures) around on the screen while playing some sound effects and a background music loop. I imagine this is something that a huge percentage of people want SDL to do right away, and as I say my impression is that it takes a bit of work to get it there? (If I’m wrong, please let me know.)
Also I want to clarify that I am not looking for a 2d “game engine” like cocos2dx or the Rose system I saw a post about here. I don’t want a scene graph or animation system or any of that higher level stuff. (And similarly I can get networking from curl, and database from sqlite, etc.). I just want to a bare bones graphics/sound system where I can start writing low-level game-specific code in C++, ideally without having to do a lot of boiler plate setup.
Thanks.