Scrumbleship the one of the succesful kickstarters we covered before has just had an updated Alpha release featuring quite a lot of changes.
One you may find interesting: We switched from SDL to GLFW, a HUGE change that will eventually allow Scrumble to function on Macs and on the open source opengl drivers. This affects how I deal with display initialization and input, among other things.
Good to see people investing time for open source drivers.
Some you may have missed, popular articles from the last month:
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3 comments
I appreciate the consideration, but what was wrong with their SDL code? Or am I missing something? :confused:
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Heyo!
ScrumbleShip requires OpenGL 3.1 or better to function. This is available on most modern computers, but some (Such as the linux open source drivers and MacOS) only provide "core" support, dropping older functionality.
SDL 1.2, which we were using, is too old to understand how to request an OpenGL 3.x core context - It just grabs a 2.x context on such restricted platforms, which renders ScrumbleShip unplayable. SDL 2.0 may eventually solve this problem, but it's too buggy to be viable for a commercially released game yet.
GLFW stepped in and saved the day. It's an excellently designed library that does only what we need - Unlike SDL, whose main focus is a 2D drawing system we cannot use. I prefer the way it deals with input as well, so it's an improvement on all fronts.
Cheers,
-Dirk
ScrumbleShip requires OpenGL 3.1 or better to function. This is available on most modern computers, but some (Such as the linux open source drivers and MacOS) only provide "core" support, dropping older functionality.
SDL 1.2, which we were using, is too old to understand how to request an OpenGL 3.x core context - It just grabs a 2.x context on such restricted platforms, which renders ScrumbleShip unplayable. SDL 2.0 may eventually solve this problem, but it's too buggy to be viable for a commercially released game yet.
GLFW stepped in and saved the day. It's an excellently designed library that does only what we need - Unlike SDL, whose main focus is a 2D drawing system we cannot use. I prefer the way it deals with input as well, so it's an improvement on all fronts.
Cheers,
-Dirk
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Alright, thanks for the clarification and welcome to the forums.
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