#Amiberry #Amiga #AmigaEmulation #RetroComputing #RaspberryPi #WinUAE #SDL3 #RetroGaming
https://theoasisbbs.com/amiberry-8-release-brings-sdl3-new-gui-and-broader-platform-support/?fsp_sid=4056
Long shot, but is there anyone here who has used SDL3 and Emscripten or is familiar with building Emscripten from source?
I had to get SDL3_TTF from a PR, and managed to build it with embuilder but so far when I try to build with -sUSE_SDL_TTF=3 it doesn't seem to acknowledge the option and if just complaining that it can't find SDL3/SDL_ttf.h
What am I missing?
(also if you don't know, sharing is caring)
So, for my vala game framework "Veggies" I have made a bit more complex sample game.
This is "Shape Blaster" a very old 2013 demo from 'EnvatoTuts+' that was original med in XNA. So I converted it to my framework to test. Its not a full conversion, but good enough.
I think this proves that a rather decent tiny game with extra oomph can be done in this framework 😀.
Check out Veggies if you are curious:
https://codeberg.org/edwood-grant/veggies
#Vala #gamedev #engine #framework #indiedev #indiegame #SDL3 #sdl
Here's a cool ting I managed to do for #gamedev in #vala with #sdl3
Here's a screenshot of a simple SDL3 hello world. I know it doesn't look like much but the cool thing is that I managed to this from Vala, emitting C code, and then compiling with emcc.
Now, there are caveats:
1. Used "profile=libc" so it strips glib.h from the code.
2. Used -DSDL_MAIN_USE_CALLBACKS when compiling, the SDL3 callback structure. This allows me to avoid empcripten binding (you could create one tho)
I'm working on a #vulkan raycasting engine in a compute shader without the burden of an entire rasterization pipeline and neeed to figure out the upscaling situation. I tried to get my swapchain --> #SDL3 surface to scale but the documentation is not clear how to accomplish that. It implies scaling is automatic if the surface is larger but that's not happening.
To preserve my sanity I'll create another compute shader for the task instead of trying to guess how swapchain image scaling is supposed to work. Yeah I tried setting all combinations of VK_PRESENT_SCALING_*_BIT_EXT and VK_PRESENT_GRAVITY_*_BIT_EXT, no dice.