Talk:Simple DirectMedia Layer

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Misleading Pronoun[edit]

" It is often thought of as a cross-platform DirectX "

In the intro section, third paragraph, it seems as though this "it" could refer either to SDL or OpenGL.

Removed binding list[edit]

Okay, I guess I was a little bit bold, and went on with some major modifications based on what I read on the talk page. First, I removed the big ugly list with SDL bindings, and replaced it with a single paragraph. Also, I've added some content about the SDL functionality (SDL standard libs, and subsystems) and did a few other minor modifications. I wanted to remove the content table, as it seems useless for a page this small, but I don't know how. Also, some phrases may sound artificial since I'm not a native English speaker, so please modify any phrases you don't like. -- Amenzix 21:58, 24 August 2006 (UTC)

SDL Subtypes[edit]

Perhaps some elaboration on the different SDL libraries? (there's just SDL, then SDL_net, SDL_image, etc, etc)

Games using SDL, OpenGL, or both?[edit]

I thought Heretic II used OpenGL since it is a 3D game?

It is possible to have fully 3D games that are OpenGL accelerated but are written using SDL. Sim City for Linux is one example. Kiand 22:31, 15 Feb 2005 (UTC)

It might be good to list which games use SDL entirely (for input, sound, graphics), and those that use it along with others (e.g., SDL for input, OpenGL for graphics).

Many games used SDL with OpenGL for graphics.

SDL can only create a window and a surface for 3D rendering. It must use OpenGL from there for hardware video acceleration (3D rendering).

Clarifying SDL utility and concepts for new programmers[edit]

I looked at the SDL home page, then came to this Wikipedia entry, but I'm still not sure who needs it.

What are the disadvantages of using SDL? Is it really useful only for games? Is there any reason to write a business application using SDL? Would it slow down a time-critical video media player application by adding an extra translation layer?

What kind of library is it? There are numerous types at library. Should "library" be made clearer as, "programming language library"?

What is the connection or rivalry with OpenGL?

"Abstraction" in this context has a steep learning curve without an introduction.

What are examples of "managing" the items listed?

Milo 21:08, July 31, 2005 (UTC)

Numeric audio?[edit]

I'm guessing this is digital audio, and was originally entered by a Francophone (Numerique)? --Kiand 18:29, 9 October 2005 (UTC)

Elaborate on different SDL platforms?[edit]

We've already named the officially supported platforms, but I could name a few unofficial ones.


Dreamcast Xbox (I think) GP32 handheld GP2X handheld ,etc.

Unreal Tournament ?[edit]

All versions of unreal tournament use SDL in the linux port. I am not sure about the Windows version. Can anyone confirm this ?

I'm next to positive that neither UT or UT2004 use SDL on Windows. On Windows XP, neither have the tell-tale sdl.dll in their system folders.

In that case, I guess I can add it to the linux only list for now :) 22:27, 23 March 2006 (UTC)

The ARDI Connection[edit]

I'm not sure if it's that important but ARDI Software claims on their website that Sam Latinga first started work on SDL while porting their Executor Emulator from Dos to Windows. The Windows version does use SDL and according to the resume on his website he worked with LokiGames right after working for ARDI. I'm not sure how important this all is but I thought it ought to be out there.

ARDI History Page

Sam Lantinga's Resume Circa December 5, 2001

Huge number of extensions[edit]

"SDL instead has a huge number of third party extensions that make it easy to do more advanced functions." _huge_ number? I'm not so sure about that, there's about 6 that I've enumerated in one of the paragraphs. Also I don't really like the "cross-platform DirectX" thingy. It doesn't fit with SDL which is open-source and free, to be compared with DirectX. Also, while Direct3D is part of DirectX, OpenGL is independent and can be used with a number of libraries (glx, wgl). This way OpenGL isn't really Direct3D's SDL counterpart. If no one disagrees I'll make the changes in about 2 days. -- Amenzix 13:46, 7 October 2006 (UTC)

Is the example worth it?[edit]

The example code doesn't do anything not even remotely useful at all; it doesn't even help you taste how programming in SDL feels. Is it worth keeping? It could be improved, but I'm afraid any minimally complex example would be too big for this article. So, I suggest removing it. --Kamek 04:34, 5 November 2006 (UTC)

It also claims to be "C++" but is essentially just C with some bool types. Why not just call it C instead of trying to give credence to Stroustrup's fantasy that C++ has subsumed it? — Preceding unsigned comment added by (talk) 16:05, 2 April 2012 (UTC)

Fair use rationale for Image:NWN luskan.jpg[edit]

Nuvola apps important.svg

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BetacommandBot (talk) 00:51, 14 February 2008 (UTC)

the image gallery[edit]

i don't understand the presence of the pictures in here, do they show anything that's unique/proper to SDL?
--Jerome Potts (talk) 21:18, 16 April 2008 (UTC)

Good question, i don't believe so, they might also give the impression that SDL's only usable for very graphically limited applications, we need better screenshots or no screenshots at all. If you're going to have OTTD screenshots with original artwork you may as well throw in some shots of other, more modern, commercial games. (talk) 16:05, 11 March 2011 (UTC)
The pictures don't really do much for the article and they're rather encyclopaedic. Consensus to remove? +1 — Preceding unsigned comment added by (talk) 16:08, 2 April 2012 (UTC)

Image copyright problem with Image:NWN showdown.jpg[edit]

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The Extensions Section[edit]

This could use some editing, but not a full deletion as has recently occurred. SDL does not have all the functionality that a user of competing libraries might expect. The extensions listed should fill in those gaps or significantly improve certain aspects of SDL. If someone is using Wikipedia to do their research into multimedia libraries, then they should come away with a knowledge of what can be done with SDL, rather than what is lacking in it. GrimFang4 (talk) 19:12, 22 September 2009 (UTC)

The Road ahead[edit]

There is nothing about when SDL is going to be 1.3 and then perhaps SDL 1.4. I have tried googling many times but couldn't get anything. It would be nice to know if somebody knows something of the future. Shirishag75 (talk) 14:07, 19 June 2010 (UTC)

File:OpenTTD-screenshot.png Nominated for speedy Deletion[edit]


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New version 1.2.15[edit] — Preceding unsigned comment added by (talk) 22:56, 22 January 2012 (UTC)

1.2.15 is now listed as historic and 2.0.0 as stable. But still Release candidate. Not sure what to do (more) with that. In 2.0.0 support is expanded:
"Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported." comp.arch (talk) 18:15, 4 June 2013 (UTC)

Simple DirectMedia Layer Version 2.x[edit]

Simple DirectMedia Layer v2.x was nicely introduced at the SteamDevDays 2014 ( on 11 February 2014. Who is interested in a better article, should watch at least these two videos by Ryan C. Gordon:

Wad ROSC OS support readded?[edit]

It was dropped in 2.0, but I see it in (and might be reading to much into it): [1]. RISC OS info on SDL 2 (in/out) is hard to find. Anyone know how difficult to add in again if it is out? That is what really changed in SDL (that might explain), RISC OS didn't change that much.. :) comp.arch (talk) 14:22, 24 July 2014 (UTC)