Thanks Sam for this radid answer
Hello Sam, hello the list,
Do you plan any date for the hardware transparent for SDL under win32 ?
It works now, but there’s no way of knowing beforehand whether or not to
put your surfaces in hardware to take advantage of acceleration.
This is being fixed. Hopefully by the end of the week you’ll be able
to have easy to use hardware accelerated colorkey blitting and flipping.
Ok, very cool
And what do you think about the idea of integrating little font system into SDL
? Because if we use hardware, we MUST use font as images, I mena,
SDL_HWSURFACES, no ?
Try out the TTF library – an example is in the demos archive.
It says an error, but TTFlib is installed :
ttfdemo: error in loading shared libraries
libttf.so.2: cannot open shared object file: No such file or directory
The problem with TTF is that we need 2 another dll and it seems hard to use no ?
But it’s just in my computer that such problems with TTF append, ok, it seems
to be cool.
Andin which state is the MAcOS port ?
Urg. On hold.
Ok, no problem, put do you plan it before 2 mounths ?
Priorities at the moment:
double-buffering support
Relative mouse motion under DirectX
BeOS Release 4 support
Joystick support
I think MacOS is more important, because SDL is more use for 2d game (for 3d
there is Mesa) and 2d game don’t use a lot Joystick
Networking is in there somewhere…
If anyone wants anything in particular first, let me know!
Yes, I thinkk networking, after bug fixing is the most important thing, because
all others things (except MacOS) are upgrading, so programmer can also work
with which exists, but networking is an impoortant part of today’s gaming, and
it need to be supported. For first time, only an multiplateform TCP/IP
correct implementation will be fine.
See ya!
-Sam Lantinga (slouken at devolution.com)
Thanks for all the great work you do,
Best regards,
Stephane Magnenat
Stephane.magnenat at urbanet.ch