GLFW 3.2 has just recently released and it's a major update.
From the release notes:
For those that don't know, GLFW is comparable to SDL 2 in what it does and is used by some Linux games. From the FAQ:
You can find the full changelog here.
From the release notes:
QuoteIt adds support for Vulkan surface creation, window mode switching, window maximization, window input focus control, window size and aspect ratio limits, human-readable key names, window icons, joystick connection events, XInput and DirectInput joystick input, event waiting with timeout, 64-bit integer raw timer, context-less window creation, run-time context creation API selection, adds simpler build-time configuration, improved documentation and fixes for a large number of bugs that together affect all supported platforms.
For those that don't know, GLFW is comparable to SDL 2 in what it does and is used by some Linux games. From the FAQ:
QuoteThere are several other libraries available for aiding OpenGL development. The most common ones are freeglut, an Open Source implementation of GLUT, and SDL.
However, freeglut is mostly concerned with providing a stable clone of GLUT, while SDL is too large for some people and has never had OpenGL as its main focus.
We therefore believe that there is room for a lightweight, modern library for managing OpenGL contexts, windows and input.
You can find the full changelog here.
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2 comments
If I recall correctly GLFW was more modular than SDL too whereas SDL was more procedural. It's been a long time, I can't remember why I didn't choose GLFW then.
Obviously now, Vulkan support is a excellent reason to choose it IMO now to spin up some prototypes.
Obviously now, Vulkan support is a excellent reason to choose it IMO now to spin up some prototypes.
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I've heard GLFW is easier to manage in multithreaded applications.
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See more from me