Explore the integration of SDL3 with SwiftUI, tackling challenges like application lifecycle conflicts, keyboard input interference, and game controller handling. The article offers practical code implementations to resolve these issues, enhancing your development experience. #swiftui #sdl3

https://wesearch.press/s/combining-sdl3-with-swiftui-0954ed3b?utm_source=social&utm_medium=auto&utm_campaign=mastodon

Hi folks! ✌️

Here's a little app that I've made for this one day.

👉 https://codeberg.org/xolatgames/BYSU

It will help you to create backups of your games' saves.

It has ugly, but workable GUI, and let you create a "backups' list" for multiple games.

Then you will need to push "Create backups!" button, and then your backups was be made.

Thanks for reading, and I will see you in the next time! 😉👋✌️

#backups #imgui #sdl #sdl3 #cpp #cplusplus #cmake #opensource #sqlite #sqlite3 #app #apps #soft #software

OpenLiero has migrated from #SDL2 to #SDL3: github.com/openliero/op... there is also an improved joystick support among other fixes: github.com/openliero/op... #retrodev #MSDOS #retrogaming #retrocomputing #programming #coding #opensource #gamedev

RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117

So for those who are interested how I achieved such numbers.

First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging

#gamedev #graphicsprogramming #sdl3 #odin #vulkan

أصدرت scrcpy 4.0 تحسينات تركز على المستخدم، أبرزها الانتقال إلى SDL3 لتمكين ميزات مثل قفل نسبة العرض إلى الارتفاع وتغيير حجم الشاشة المرنة. كما عززت خيارات التحكم بالكاميرا، وأضافت ميزة إبقاء الجهاز نشطًا، وحسّنت التعامل مع انقطاع الاتصال، وغيرت لون الخلفية الافتراضي، وأصلحت مشكلات الصوت، وحدّثت FFmpeg.

#scrcpy #SDL3 #FFmpeg

brave, to think i'd never need more than 4GB in one chunk

i assume this is limited by one of the target platforms

#devlog #SDL3

finally. i have made fire.

#devlog #tukan #SDL3

okay! now it renders (looks like garbage but that's expected - the font layout has character-width stride.)

Kara (@vethanis) pointed it out: the missing information is in the SDL header: https://github.com/libsdl-org/SDL/blob/f30ec9940af42c08466a36e42fe6d5847f7c124f/include/SDL3/SDL_gpu.h#L2714

so samplers, textures and buffers in the fragment shader go into the descriptor set 2, so the annotation required here is [[vk::binding(0, 2)]] - because the texture binding is at 0.

alright! we're cooking!

#devlog #tukan #SDL3

16 Incorrect API Use High Execution 0 Shader referenced a descriptor set 0 that was not bound

hm! i don't know what's supposed to be wrong about this shader.

spv disas shows:
OpDecorate %g_tex Binding 0
OpDecorate %g_tex DescriptorSet 0

apparently a ds is expected that SDL doesn't provide.

i'll try a newer SDL3 version first.

#devlog #tukan #SDL3