Does anyone know how to change the curser with SDL_SetCursor(pCursor); on a DROP_BEGIN event? It seems that SDL cannot override whatever the OS is setting the cursor to? Some event I have to catch or Push() so that the cursor changes during the drag?
#SDL3

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)

#sdl #sdl3 #emscripten #c #gamedev #programming

Looks like SDL_mixer is finally close to getting a first release for SDL3 👀
#SDL #SDL3

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

I posted a 0.286 Apple Silicon build using sdl3 to my website. No intel build yet, and not pushed to shithub either. Consider it untested for now. After I can verify all is well, I’ll update the rest of the things later. https://sdlmame.lngn.net #macos #emulation #mame #sdl3
MAME for MacOS Downloads

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)

Of course, today is Wednesday, not just any Wednesday but the last Wednesday of the month. It’s #mame release day! And this month moving to use #sdl3 on the Mac builds. I should probably test things out before actually pushing things… but who has time for testing? Not me. lol
The sdl3 stuff is coalescing in openbsd ports.
I'm very excited, because I started down the sdl3
rabbit hole a bit early and my C was still needing
improvement.

I'll think I'll be much more ready now and in the future
as the rest of the sdl3 stuff starts coming into openbsd.

I'm kinda torn between doing native C/SDL3 or
doing like chicken scheme ffi -> SDL3

It doesn't matter too much, because regardless I
need the C/SDL3 chops.

I learned that from doing ncurses stuff. It's just so
much easier if you can do it natively in C and then
after do stuff in ffi to C.

#sdl3 #c #openbsd

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.