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SDL 2 port #169
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Getting a bit ahead of myself; C-Dogs itself is GPL licensed so releasing in app store is impossible anyway. |
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A suggestion: Since SDL 2 is still in it's initial phase and the documentation, even the website isn't totally fleshed out, why not wait, until C-Dogs SDL has all the major problems - like non-free graphics - solved? |
Actually, an important benefit of using SDL2 is that it allows hardware graphics (without going full openGL). The graphics code will still need a lot of rework, but this will make it feasible to do HD graphics at a nice framerate. Pushing millions of pixels between the CPU/GPU every frame is just way too painful otherwise. |
About iOS: Isn't C-Dogs itself GPL'd by Ronny Wester? |
Yet another reason for SDL2: we can use this: https://github.com/gabomdq/SDL_GameControllerDB with the function |
@cxong 👍 Also, SDL2 seems pretty stable now, unlike in 2013. |
Well, an actual port with the current features is possible by using the current rendering (doing pixel manipulation, blit to screen) as SDL2 supports it (to be backward compatible). However, as already mentioned, to make use of all the new features (hardware accelerated textures and such) a major re-factoring would be necessary. I would like to keep compatibility for SDL1.2 until that re-factoring happens. |
Run cmake with -DCMAKE_INSTALL_PREFIX to avoid installing to /usr/local
Fix changing map key not updating in menu
Seems like a big task, need to investigate: http://wiki.libsdl.org/MigrationGuide
Why port?
And now the bad news:
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