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Hi, I'm deciding whether or not to learn SDL 1.2 or SDL 2.0 because I want to learn the API and create some games before moving onto OpenGL. I know SDL 2.0 is newer and is hardware accelerated, but there's not a lot of tutorials (at least updated ones) to learn from. Lazyfoo's tutorials are for version 1.2 and are generally the only recommended good tutorials to learn SDL. I'm deciding to learn SDL, create a few games, come back, and render things in opengl instead of using SDL. I was deciding between SFML 2.0 and SDL 1.2 or 2.0 but the platforms supported in SDL is much bigger, and I felt it outweighed the difference between the two.
Mar 23, 2014 Get notifications on updates for this project. Get the SourceForge newsletter. Get newsletters and notices that include site news, special offers and exclusive discounts about IT. This document describes how to install SFML on Xcode for the course CS-11: Introduction to Programming Concepts and Methodology, C++.For Windows computers, see How to Install SFML in Code::Blocks for Windows.For Linux computers, see How to Install Code::Blocks and SFML for Linux. SFML is a free and open source library that provides a simple object-oriented. SFML 2 Mac support was lacking quite a bit the last time I tried to use it. Stuff like not creating default menu items for windows, and more importantly not supporting multiple mice. (So if you plugged a mouse into a MacBook, the external mouse doesn't work.). Join Stack Overflow to learn, share knowledge, and build your career.

Also, since a lot of indie and commercial game companies are using SDL, it seemed to be a better API to learn. I'm learning SDL to start out with because I need more games created under my belt before I dive into OpenGL. Once I get better game concepts and stuff, I'll be then able to switch over to OpenGL for my rendering which will ease the process if I were to just start out with OpenGL and SDL and start to create games from there. I was deciding between SFML 2.0 and SDL 1.2 or 2.0 but the platforms supported in SDL is much bigger, and I felt it outweighed the difference between the two. Unless someone is actually planning on targeting AmigaOS, then what does it matter?
A feature you aren't actually going to use isn't a feature you should care about. Here's the breakdown: SDL 1.2 claims: Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX SDL 2.0 claims: Windows XP, Windows Vista, Windows 7, Mac OS X 10.4+, Linux 2.6+, iOS 3.1.3+, Android 2.3.3+ SFML claims: Windows, Linux, Mac OS X and soon Android & iOS. Basically, SFML claims the exact same platform support that SDL 2.0 claims (Windows, Linux, Mac). SDL 1.2 claims more than either (Only IRIX, QNX, and BeOS).
Whether they actually function smoothly on those platforms are another matter. But that's what their websites claim, anyways. Also, since a lot of indie and commercial game companies are using SDL, it seemed to be a better API to learn. Most of those groups probably chose SDL over SFML because SFML didn't exist at the time, not because they weighed the pros and cons between the two. SFML is very recent (2007), SDL is very old (1998), and alot of the well-known open source games that use SDL were created before SFML existed (or before SFML sufficiently matured).
I'm not saying that newer is better, I'm just saying that older doesn't (in itself) mean better. If you prefer older libraries, Allegro (.
I was deciding between SFML 2.0 and SDL 1.2 or 2.0 but the platforms supported in SDL is much bigger, and I felt it outweighed the difference between the two. Unless someone is actually planning on targeting AmigaOS, then what does it matter? A feature you aren't actually going to use isn't a feature you should care about. Here's the breakdown: SDL 1.2 claims: Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX SDL 2.0 claims: Windows XP, Windows Vista, Windows 7, Mac OS X 10.4+, Linux 2.6+, iOS 3.1.3+, Android 2.3.3+ SFML claims: Windows, Linux, Mac OS X and soon Android & iOS. Basically, SFML claims the exact same platform support that SDL 2.0 claims (Windows, Linux, Mac). SDL 1.2 claims more than either (Only IRIX, QNX, and BeOS).
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Whether they actually function smoothly on those platforms are another matter. But that's what their websites claim, anyways. >Also, since a lot of indie and commercial game companies are using SDL, it seemed to be a better API to learn. Most of those groups probably chose SDL over SFML because SFML didn't exist at the time, not because they weighed the pros and cons between the two.
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SFML is very recent (2007), SDL is very old (1998), and alot of the well-known open source games that use SDL were created before SFML existed (or before SFML sufficiently matured). I'm not saying that newer is better, I'm just saying that older doesn't (in itself) mean better. If you prefer older libraries, Allegro (.