Comments (10)
Stale, as in -- they don't represent the version of the API released on Hackage.
from sdl2.
The API released on Hackage is older than found in the new-api
branch, and they are written against that branch.
from sdl2.
@deepfire I've been using sdl2 recently and I found that new-api
version is much better than the old one on hackage. Give it a try. I personally didn't had any problems, although I only used a small subset.
from sdl2.
There seem to exist three parallel efforts at developing SDL2 bindings. This may be off-topic but, what was wrong with hsSDL2?
from sdl2.
hsSDL2
was building its own FFI bindings, but @polarina beat us to that and it didn't make sense to re-invent that work. We also felt that it would be better to just have a single sdl2
package with everything you'd need, so we moved over to here.
from sdl2.
By beat us you mean "these bindings cover more", or @polarina released to hackage before you did?
For what is worth, Magic Cookies uses hsSDL2, and so do the breakout for Android and the graphic adventure.
In my opinion, it's best to have several packages (image, mixer, etc.). Each one takes some space, and not all are required for every game. On PC it may not matter, but it does on Android.
from sdl2.
@ivanperez-keera I mean both. We are not trying to package the extensions to SDL2, but we do want to provide low-level bindings and high-level bindings in the same library. Splitting them doesn't really buy us much (other than maybe shedding some dependencies, but we've agreed to deal with that if people can demonstrate it's a problem).
from sdl2.
It's going to be very difficult to gather "proof" until I recompile a game with the new API. That may take a substantial amount of time :( Unfortunately, we realised that space was becoming a problem quite late in the development process. We were hoping that the compiler would remove unused code, but that's not the case with the Android backend because the regions in the object files are not fine grained enough.
This is obviously not meant to influence any decision at this point (plus the library is yours), and probably this thread is not the place either. Maybe it would be a good idea to have a mailing list for all things game development in Haskell (if there isn't one already).
from sdl2.
All we have right now is the #haskell-game
IRC channel on FreeNode, which you're welcome to join :)
from sdl2.
Not quite all -- I started /r/haskellgamedev some months back, and would be
happy to host this sort of discussion there. Beats the hell out of IRC for
archiving, and IMO much more accessible than a mailing list.
On Mon, May 18, 2015 at 1:14 PM, Oliver Charles [email protected]
wrote:
All we have right now is the #haskell-game IRC channel on FreeNode, which
you're welcome to join :)—
Reply to this email directly or view it on GitHub
#54 (comment).
from sdl2.
Related Issues (20)
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- Support SDL_RenderGeometry HOT 1
- Track existing and missing functions HOT 1
- The pollEvents function doesn't seem to work anymore! HOT 5
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- Missing bindings for SDL_SetWindowOpacity HOT 1
- Failed to build sdl2-2.5.5.0 with GHC 9.7.2, SDL2 2.0.14 HOT 4
- Invalid syntax for cabal.project.local in README HOT 1
- Move recent-ish cutoff to 2.0.10 HOT 1
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from sdl2.