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Ask Sam Lantinga About SDL On PS2 And More

Sam Lantinga is the author and project lead of the Simple DirectMedia Layer (SDL), which was recently ported amid general acclaim to the Sony PS2. People have been curious about SDL for a long time (it's been around for a while, and used in quite a few games). He's not just a library programmer though; he also designs games (in this case, working with Lauren MacDonell) and thinks hard and lucidly about the intricacies of information display within them. Here's your chance to ask Sam directly what's on your mind about SDL, game design and more. Note -- many questions are answered within the links already given, so hit those first. One question per post, please (but as many posts as you'd like) -- we'll forward the highest-rated questions on to Sam, and post his answers soon after.

57 of 176 comments (clear)

  1. How do you distribute for PS2? by reverius · · Score: 4, Interesting

    Writing and distributing a game for a computer is fairly easy. But I don't see how the same process could be applied to the PS2.

    How would games developed for the PS2 with SDL actually get to people? I doubt we're going to see a lot of free, open-source games on DVD at Best Buy. But (for instance) I can play a whole slew of SDL-based games on Linux, Windows, and BeOS with just a quick download.

    It seems to me like this might be a problem for the PS2.

    1. Re:How do you distribute for PS2? by newbiescum · · Score: 2, Informative

      If you get the Linux distribution from Sony, you must have a hard drive. Or rather in their Linux PS2 package that you purchase (only in Japan), you get a hard drive, PS2 Linux CD, a brief manual, and I believe a network ethernet adapter. I would imagine that since you do have a network adapater of some sort you could just send/receive the games over a network of sorts and then just save it to the hard drive. While this is a perfectly valid question for the PS2 Linux distribution, I don't think it should be asked of someone who "just" writes a library.

    2. Re:How do you distribute for PS2? by StarTux · · Score: 2, Insightful

      Maybe as a large complimation?

      You have seen the ones:

      1000 Game complimation

      As the PS2 uses DVD you might well be able to do this (or similer) and have a menu at the beginning that lets you choose which game to play.

      Would that be a problem?

      StarTux

  2. OH FOR GODS SAKE! by furiousgeorge · · Score: 2

    This guys is a GAME DEVELOPER and is working on *SDL*. Where does it say to ask about GPL legalities and kernel distributions...???

    SHeeeeesh....... Welcome to Slashdot - we only have one drum and we beat it loudly.

    Why was this ever modded up to +5? It's not even flamebait - it's just totally off topic. Why don't we ask him about his opinion on stem cell research too....

    1. Re:OH FOR GODS SAKE! by furiousgeorge · · Score: 2

      How the hell is it off topic? How is it ON topic?

      Please explain in 500 words or less how this guy has any influence, control, or bearing on the decisions that Sony makes about releasing their code (and whatever licenses they use).

      Thats right - he doesn't. He's building an application library on their platform - thats it. It's very nice that you're obsessed with the GPL, but not everybody is.....

      Good to see the mods are taking this nonsense back down and putting some USEFUL questions up......

  3. Direct Input?? by kenixkil · · Score: 2, Interesting

    I'm not sure if SDL already does this, but is SDL planning on doing something along the lines of Direct Input in order to get things like force feedback joysticks, and rarely used controllers (i.e., Steering wheels, PC Light Guns) to be easily put into a game?

    -Kenix "Beer is proof that God loves us and wants us to be happy."

  4. Why does everyone here love the PS2? by sconeu · · Score: 2

    Why, does everyone here want to spend their money on PS2s?

    When you buy a PS2, you give money to Sony, who is both a member of the MPAA and the RIAA.

    MPAA:
    Sony Pictures Entertainment

    RIAA:
    Sony Broadway
    Sony Class./Sony Music Soundtrax
    Sony Classical
    Sony Direct
    Sony Discos
    Sony Masterworks
    Sony Music Special Products
    Sony Music US (Latin)
    Sony Portrait
    Sony Wonder

    --
    General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
    1. Re:Why does everyone here love the PS2? by sconeu · · Score: 2

      Isn't this just an ad-hominem argument, applied to products?

      Quite possibly, but... On all the IP/Copyright debates, people keep saying that "Don't support the RIAA by buying CDs from them". I'm just trying to figure out how this is different.

      Oh, and sorry about the unclosed HREF... I hit submit by accident instead of Preview.

      --
      General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
    2. Re:Why does everyone here love the PS2? by Alien54 · · Score: 2
      Why, does everyone here want to spend their money on PS2s? When you buy a PS2, you give money to Sony, who is both a member of the MPAA and the RIAA.

      You have hit on the essential contradiction that geeks have to deal with. Games vs Politics

      It is like the old time monkey trap from India. You place a fruit into a jar where the hole in the top is just large enough for the fruit. When the monkey reaches in, the monkey's hand is then too big to take out while the monkey holds the fruit. To escape the Monkey has to let go of the fruit. The monkey, of course is too greedy, and the reactively holds on to the fruit while the hunter makes his approach. Bye, bye, monkey.

      Now the right way for the Monkey to handle this would be to hack the jar by turning it over, spilling the fruit out. But there are no Monkey hackers that are smart enough to figure this out.

      Fortunately, they do not have to deal with the monkey equivalent of the MPAA and RIAA. I think.

      For Geeks, the choice is to either outsmart or avoid the trap.

      - - -
      Radio Free Nation
      is a news site based on Slash Code
      "If You have a Story, We have a Soap Box"
      - - -

      --
      "It is a greater offense to steal men's labor, than their clothes"
  5. Graphics Hardware Drivers by m2 · · Score: 5, Interesting

    My question is a bit tainted by my personal opinion in this matter, but I'm sure Sam will be able to provide a different (and surely interesting) point of view.

    At the risk of being a tad Linux centric, does the availability or unavailability of hardware specifications and technical documentation on graphics hardware affect a Linux game developer and why? With two concrete cases in mind, on one hand NVIDIA who provides binary drivers and "high level" documentation about their cards, and on the other hand, ATI for which there's source code for the drivers with support for half of the features the hardware offers, but neither openly accesible hardware documentation nor much "high level" docs, how do you think this can affect the future development of games for Linux (proprietary or otherwise)?

    Thanks

  6. Out-of-the-box Linux 3D support? by phutureboy · · Score: 4, Interesting

    This may be more of a question for everyone else than for Sam (but Sam can feel free to answer also :)

    I'm not a big gamer, but I would play some if it weren't such a bitch to get the proper libraries working under Linux. Last time I tried was about 6 months ago... After following some really complicated directions and compiling umpteen obscure drivers I finally got SDL and hardware-accelerated OpenGL working. I had to disable it and revert to my previous versions, though, because it locked up my system a lot during games and made X pretty unstable.

    Anyway, my question is this: is multimedia support for Linux getting any easier to install? Is it possible that someday I will be able to install a distribution and have it automagically configure hardware 3D support, install SDL, etc.? Or is Linux multimedia still too much in the toddler stages?

    I'm just a lowly PHP coder. I don't understand all this low-level mumbo jumbo. I just want to fire up a game every now and then and blow shit up. Is there hope for me?

  7. Re:How about this one... by dhamsaic · · Score: 3, Informative
    actually, the gpl states that if you derive from gpl'd works, you must make the source code available to anyone, provided they meet two conditions: you've distributed the binary to them, and they request the code. nowhere does it state that the source code must be distributed with the binaries.

    the gpl is referred to as "viral" because anything that is derived from a gpl'd product must be gpl'd. it spreads. like a virus. hence the term "viral".

    --
    Every once in a while I like to masturbate a new word into my vocabulary, even if I don't know what it means.
  8. Linux ports by xpccx · · Score: 2, Interesting
    It seems that one of the reasons that Linux games have been selling poorly is their release date coming much later than the original release for Windows.

    Now that you work at Blizzard, can you comment on whether Blizzard has an interest in releasing games for Linux along with the PC and MAC?

  9. Maelstrom by jmauro · · Score: 3, Interesting

    I'd first like to thank you for the port of Maelstrom, which has to be one of the most addictive games ever. (One of my friends called it legalized crack.) But how hard is it to port a classic game like Maestrom to SDL? Was it more work that it would of been to start over? Or because of its size and complexity was it relatively easy?

    1. Re:Maelstrom by mav[LAG] · · Score: 3, Informative
      If you get the source distribution of Maelstrom, the /Doc subdirectory contains a bunch of docs written by Sam on the porting process.

      This includes how he dealt with using the native Mac resources, X video issues, timing and network synchronisation. All are entertaining and highly informative and answer your questions :)

      --
      --- Hot Shot City is particularly good.
  10. Sony Development Costs by debrain · · Score: 5, Interesting

    Sony charges stiff fees for Playstation (2) development licenses. Was one of the primary focuses of SDL a way to circumvent these fees, broaden the PS2 platform, broaden the SDL platform, or broaden Linux as a viable game platform?

    1. Re:Sony Development Costs by b0r1s · · Score: 2, Interesting

      Sony charges stiff fees for Playstation (2) development licenses. Was one of the primary focuses of SDL a way to circumvent these fees, broaden the PS2 platform, broaden the SDL platform, or broaden Linux as a viable game platform?

      Looking at all of your possible choices, and knowing relatively little (I've played the games, never tried coding w/ SDL), I really find it hard to believe it was developed solely for any one of these reason. It seems likely that there is no PRIMARY REASON, but more likely a combination of broadening all of the platforms, AND providing a base for game programming on the linux platform.

      --
      Mooniacs for iOS and Android
    2. Re:Sony Development Costs by andi75 · · Score: 3, Informative
      I think I can answer that: SDL was written long before the PSX2 came into existance. It has *nothing* to do with circumventing any fees *or linux*. It's all about *cross-platform* multi-media. Also, SDL doesn't focus on games. Many media players and emulators use SDL and it's helper libraries.

      - Andreas

      GLtron: cross-platform gaming on Linux, Win32, MacOS, MacOS X. Soon with networking

  11. higher level? by magic · · Score: 5, Interesting
    With X-Box supporting DirectX only (and a special version at that) and PS2 not supporting OpenGL in general, some of the utility of SDL is lost. For example, I can write a SDL & OpenGL game that compiles and runs on OSX, Linux, and Win32. But window, input, thread and audio management are the least of my problems when moving to X-Box or PS2... I have to rewrite my whole graphics pipeline!

    There are, of course, some very good commercial 3D API's that will abstract over this problem. One of the strengths of SDL has been that you have abstracted over the low level and have avoided getting into the sticky business of fighting OpenGL and Direct3D for the 3D API. This also limits the utility of SDL, however, because of the lack of a solid, free API for abstracting the 3D API.

    Do you see SDL moving higher up the graphics pipeline in the future, or is it your intent to continue to avoid higher level 3D calls?

    -magic

    1. Re:higher level? by oman_ · · Score: 2, Informative



      SDL is for PS2 Linux.
      PS2 Linux has a version of Mesa (OpenGL clone)
      that ships with it.

      Unfortunately texture mapping isn't optimized with that release so the performance isn't
      what it could be.

      But if you're using OpenGL you're missing all the strengths of the PS2. I'd only use SDL for a frame buffer application or some port of an emulator or something.

      If you're going to code anything brand new just go straight to low-level. Otherwise you'll be wasting most of the machines power.

      --
      Rats would be more funny if they could fart.
    2. Re:higher level? by Shaheen · · Score: 2

      Let's say I'm a D3D or OGL programmer. Doesn't matter what platform I'm programming on - my rendering pipeline still looks basically the same:

      Geometry loading -> Vertex transform -> vertex lighting -> vertex shading -> rasterization

      Now, where does PS2 or Xbox come into play here about changing your graphics pipeline? I'm curious...

      Of course, you have to change the API you're using. And in general, there are a few fundamental differences between OGL and D3D. However, I think that these are not *too* difficult for an experienced game engine coder(s) to work around.

      Personally, I find D3D easier to understand (mainly because OGL's built-in matrix stack had me confused for a good while... who knows exactly why).

      --
      You should never take life too seriously - You'll never get out of it alive.
  12. Not entirely on topic but... by mystery_bowler · · Score: 2, Insightful

    just a thought about these types of libraries in general...

    Seems to me that a lot of gamers have complained on and off about the lack of original games and general stagnation of the game industry. In my opinion, that was alleviated a bit with the introduction of 3d engines that were produced specifically to make life easier for game developers. No longer did you need to have a large staff of programmers to write your game engine (2d or 3d) from the ground up. Take a portion of your game dev budget and plunk it down for a proven graphics engine. Get some artists, perhaps some 3d modelers and have at it.

    I think the proliferation and evolution of game development libraries like this will lead to making better games. The more of the budget that can be dedicated to fine-tuning the gameplay and design, the better. On the other hand, though, I fear that making games really easy and quick to create will lead to even more cheap, crappy quickie games with no substance.

    --

    My sigs always suck.
  13. Re:Your name by RichiP · · Score: 3, Funny

    Additionally, your middle name wouldn't happen to start with a "D", would it? (Sam D. Lantinga)

  14. What your status with Loki by Mr+T · · Score: 5, Interesting

    Was your depature good? Daniel Vogel also left. Is Loki in a good position or did you leave because of some problem. What's the deal?

    --
    This is my signature. There are many signatures like it but this one is mine..
  15. Performance issues by uriyan · · Score: 3, Informative

    To what extent do the games compiled with SDL for PS2 are slower than the analogous native versions? If a programmer uses a special programming style, does that improve the performance?

    Also, does the overhead of SDL grow since there are so many platforms/tricks to be supported (i.e. if a feature of PC hardware leads to a certain architectural solution, the same feature does not necessarily exist or is relevant to the PS2 architecture).

  16. Gamecube, Xbox? by evilMoogle · · Score: 5, Interesting

    With SDL for PS2, are there any plans to do the same for the other next-gen platforms, the Gamecube and the Xbox?

    --
    Erik
    "You," Bite me.
    "Each and every one of you." Bite me.
  17. Re:How about this one... by Amokscience · · Score: 2

    I did note that. Read the last sentence.

    --
    Fsck cluebie moderators. I'll say what I want, offtopic or not. And fsck having to qualify every bloody statement just
  18. Re:How about this one... by Amokscience · · Score: 2

    To clarify an important point:

    You only have to make the source available to the person you send the binaries. There is no (ridiculous) requirement that you must open the source to everyone.

    However, you can't forbid that person from redistributing the source afterwards which generally makes the point moot.

    --
    Fsck cluebie moderators. I'll say what I want, offtopic or not. And fsck having to qualify every bloody statement just
  19. Devlopment tools for the PS/2 by Usquebaugh · · Score: 4, Interesting

    Hi Sam,

    correct me if I'm wrong but to develop games for the PS/2, you need the Sony "TOOL" DTL-T10000 and the Metrowerks development environment, this runs about $20,000.

    In your communications with Sony has anything been expressed about opening up the PS/2 to home developers? The Linux thing is neat but most hackers would like to develop a game for the PS/2 and then burn it to DVD for distribution to friends, customers etc.

    I'm reasoning that the first console to have an affordable dev environment is going to clean up in market share. It would be a shame to see the Xbox 'innovate' in this manner.

    1. Re:Devlopment tools for the PS/2 by Nurgster · · Score: 3, Informative

      correct me if I'm wrong

      Okay.

      The TOOL system is a plain ol' PS2 with a minor modification... it can run uncertified games (used for testing). The DevKit is a whole different kettle of sheep dung.

      As to CodeWarrior, where the hell did you get that idea? CW is just one of several compilers that can come up with PS2 binaries. The PS2 Devkit itself comes with a version of gcc, and Codeplay (the company I work for) is about to release vectorC {PS2}.

      And a note to anyone thinking having a PS2 version of SDL will allow you to write PS2 titles, guess again. A PS2 will only run certified software (unless you have the aforementioned TEST kit), so being able to compile for the box is only half of the problem. You also need to fork out cold-hard-cash for the certification.

      Of course, PS2 Linux will let you run your own titles, but only other people with PS2 LInux will be able to use it.

      --
      "Faith is the last resort of a desperate man" - Me
    2. Re:Devlopment tools for the PS/2 by smack_attack · · Score: 2, Insightful

      In your communications with Sony has anything been expressed about opening up the PS/2 to home developers? The Linux thing is neat but most hackers would like to develop a game for the PS/2 and then burn it to DVD for distribution to friends, customers etc.

      Never gonna happen. The console sells at a loss, Sony makes that up by licensing fees on the game titles. If every Joe with a PS2-SDK-Linux-SDL could crank out his own games:

      - the quality of games would go down (I'm sure there would be some real gems, but I'm generalizing).

      - Licensing would become a nightmare, with hobbyist either bitching about having to pay, or design companies bitching about hobbyist not paying.

      - DMCA violations left and right as hobbyists reverse-engineered the console.

      Hope this clears some things up for you.

  20. Re:Slowness and SDL by Patrick+McCarthy · · Score: 3, Informative

    That's mostly hardware.

    1024x768 at, say, 32bpp is 3.1MB. About 50MB per second if you get 16fps. This really doesn't sound like alot, until you consider that you're blitting to the buffer as well -and- you sit around waiting on the bus to 'flip' the buffer; and the bus is an awful lot slower than direct memory access.

    You can get around this by using a hardware buffer and hardware surfaces, but you're stuck with using just images and usually color key that way; no primitives for the time being, and alpha blend isn't always supported in hardware.

    As far as full screen page flipping goes, you need to use a hardware surface. You won't always get one; check the flags on the surface that is returned. May also need SDL_DOUBLEBUF, it's been awhile since I messed with that.

    - aoiushi, #sdl

  21. Blizzard Entertainment by j7953 · · Score: 5, Interesting

    What are you working on at Blizzard? Do you get paid for continuing your work on SDL, or do you have to do that in your spare time?

    --
    Sig (appended to the end of comments I post, 54 chars)
  22. directx 8 and SDL by drenehtsral · · Score: 5, Interesting

    From playing with it, and noticing what has been conveniently removed from the documentation (but is still in the libraries), it looks like DirectX 8 is trying very hard to do away with driectdraw and work purely through the 3d engine. Sprites are just 2d textured polys, etc...
    This leads me to believe that any future enhancements/optimizations/support/testing/etc... that will happen with directx will be only on the direct3d part, and directdraw is probably going to be unsupported. Do y'all have any plans to deal with that?

    --

    ---
    Play Six Pack Man. I
  23. Trademark infringement? by Mr.+Sketch · · Score: 3, Interesting

    Are you the least bit concerned that Microsoft might claim that 'DirectMedia' infringes on it's trademark of 'DirectX', 'DirectSound', etc?

  24. Re:SDL as a common layer.. by spitzak · · Score: 2
    This should be quite possible. Although I don't know anything about SDL, the fact that it is portable to non-X applications means that it must only use X for implementation and does not expose it to a program that is using SDL.

    Replacing X with a much better designed and modern interface has been a long time dream of mine and this sounds like a way to do it.

    I suspect SDL may lack features for allowing more than one program to cooperate on the screen (ie it lacks overlapping windows). But these should be possible to add with a few calls that should be designed to resemble the rest of SDL as much as possible.

  25. Re:How about this one... by bero-rh · · Score: 2

    But they have to give the people they gave the binaries the source under the GPL, so anyone receiving it could release it to the public. NDAs are not valid there.

    --
    This message is provided under the terms outlined at http://www.bero.org/terms.html
  26. The future of SDL by Sludge · · Score: 3, Interesting

    It was a cause of concern when I read that you left Loki Software. Even though I understand that you personally hold the Copyright for SDL, the nature of Loki seems to imply that it's presence encouraged you to continue development. With that part of your life behind you, would you like (or have you made) a public statement about the future of SDL?

  27. Re:Your name by MichaelKVance · · Score: 2

    The real question is: why is it so hard to spell?

    Sam LaNtinga.

    Sheesh.

    m.

    --
    "Sebastian you're in a mess. They called you King of all the Hipsters, is it true or are you still the Queen?" -- B
  28. Re:SDL is lame... by reverius · · Score: 2, Insightful

    Have you ever actually used SDL?

    I play SDL-based games regularly, and to me it looks like a direct parallel to DirectX.

    I can play every game on my system, using only a single shared library for graphics and sound I/O.

    These games were all developed using a single shared library for graphics and sound I/O.

    Tell me how this adds 50-75% overhead?

  29. End-user availability? by DeadMeat+(TM) · · Score: 5, Interesting
    I brought this up before when the port was announced, but nobody knew the exact answer, so maybe I can get it straight from the horse's mouth . . .

    From what I understand, the PS2 Linux distro uses a proprietary, binary-only driver/library/program to allow programmers to access the PS2's graphics chip. My question is, how will this hinder end users' ability to get their hands on SDL-based PS2 games?

    Does this mean they'll have to buy a copy of the $200 Linux development kit? Or are developers allowed to freely redistribute the graphics runtimes? (Or have you found some other way around this, perhaps by accessing the PS2 hardware without the binary runtime?)

    I'm just afraid that most PS2 gamers (read: non-geeks) won't find SDL games too attractive if they have to buy a $200 Linux kit to play them.

  30. PLEASE read the articles ... by x+mani+x · · Score: 3, Insightful

    From http://news.cnet.com/news/0-1006-200-5756218.html, linked in the slashdot story:

    The programming blueprints, or source code, for the kernel--the heart of Linux--is included on the DVD, Sony said. But the source code for a proprietary "runtime environment" that lets games play on the system is not.

    I know its slashdot, but I can't believe being a blind, mad, and paranoid GPL zealot will still score you +5.

  31. Slowness and SDL by drenehtsral · · Score: 2


    This is primarily a PC (as opposed to console) question:

    I have tried writing a game for SDL under both Linux (redhat 6.2, XFree 4.0.1, Geforce DDR), and under windows 2000 (geforce DDR, and also tried with an ATI all in wonder pro). In all cases, i could not get a page flipping full screen mode to work, and i could not blit the screen full and "flip" to achieve anything faster than 16fps at 1024x768. This is a dual pIII 800 i've been trying this on.

    My question is: Is it hardware or software?

    --

    ---
    Play Six Pack Man. I
  32. Weakest Link? by Anonymous Coward · · Score: 3, Interesting

    Having ported a bunch of Windows games, and worked on SDL, what would you say the weakest technical link in writing games for Linux et al, is? With SDL we have a common 2D interface, with OpenGL, common 3D, OpenAL for 3D audio. What's left?

  33. No money to Sony by truthsearch · · Score: 2

    Actually, I've heard that they lose money on every sale. The games sold more than make up for it. I know for a fact the XBox is the same: it'll sell for about 70% of the price it cost to make (published in Wired and other places). Price wars seemed to have forced this odd situation. Since Sony makes money from every game sold, and they know roughly the average number of games a console user will buy, they can max profit by undercutting competition in prices, selling more games (which have a HUGE profit margin), and make a bundle.

    And related to this, my plan is to by a few XBoxes after someone hacks a linux distro for it. I won't buy any games, it looks good just as a high-end graphics linux box (and far cheaper than a comparable PC). And to top it off, I'll basically be taking money from Microsoft.

    Maybe I'm oversimplifying, so if I'm wrong, please speak up!

  34. SDL plain rocks by Lumpy · · Score: 2

    I've used SDL for almost 2 years now, and it completely blows away everything we have had to trudge through to get graphics going on a linux platform (Hell, it blows away what is available for DOS/windows... I haven't had this much fun programming cince my atari!)

    SDL will become a de-facto standard soon, it's fast, coupled with OpenGL it's powerful, and it's a dream to program with.. Svgalib was nice back in the 1980's but this is a real graphics lib.

    Hell, you can make a side-scroller game in PERL with it.... and there's a few embeded GUI's based on it now.

    --
    Do not look at laser with remaining good eye.
  35. Future of linux gaming by _marshall · · Score: 4, Interesting

    First of all, I'd like to say that I love Myth 2. Without SDL, I don't know that Loki would have business. Anyway, on to the question.

    The Linux desktop as a whole has gained ground-breaking increases in the number of users, but still falls way behind Windows. In my opinion, the only thing that's holding back Linux is it's lack of entertainment, specifically in the game department. In order for Linux to truly take off, Linux needs a plethora of games to even try and be on the same level as Windows.

    Where do you see Linux gaming in the next few years, and do you think it will directly affect the number of users?

  36. Warcraft 3 and SDL by motorsabbath · · Score: 2

    Will WarCraft3 use SDL at all? And the other question about WarCraft3?

    --
    The heat from below can burn your eyes out
  37. Re:How about this one... by Amokscience · · Score: 2

    This is so youy can use GPL'ed software in a private environment w/o the concern that you must make the source available to anyone who comes knocking. So supercorp. is allowed to take Linux or any other GPL product and custumoize with all sorts of cool proprietary knick knacks containing all their cool IP and code and not have to worry about being forced to legally distribute the achanges because a disgruntled employee blabs on slashdot. This remains true as long as supercorp never distributes the product to the public.

    --
    Fsck cluebie moderators. I'll say what I want, offtopic or not. And fsck having to qualify every bloody statement just
  38. Marketing by xZAQx · · Score: 2, Interesting

    What most Linux enthusiasts have realized is that Linux needs marketing in order for it to become a prominent desktop platform for end-users. We've been getting some help from IBM and Compaq to name a couple. Since you are using Linux as the core of the PS2, would you consider advertising it as so? It seems to me that many computer-literate console players would be intrigued by seeing a "Powered by Linux" sticker on their PS2s enough to go out and buy/download a distro.

    --

    We dance to all the wrong songs.
    --Refused.
  39. Loki by HoserHead · · Score: 4, Interesting
    Hi Sam.

    First, thanks for SDL and SMPEG. They ran mpg321 very well for a while. Thanks, too, for your development help.

    I know you probably get asked this a lot, but as a loyal Loki customer I just have to know: now that you and most other Loki programmers have moved on to bigger and better things, in your opinion does Loki have a chance in continuing to produce Linux games?

  40. SDL and OpenAL (among others) by Eugenia+Loli · · Score: 4, Interesting
    So, I was always wondering if there is going to be a 'real' integration between OpenAL and SDL. Currently, a lot of people are just using SDL_mixer which does a pretty good job for little shareware/oss games, but when it comes to commercial sound, 3D positioning and all these buzzwords, SDL needs OpenAL to break through against the goodies of DirectX has to offer.

    Also, what about a wrapper against D3D? There is currently a nice integration with OpenGL, when SDL needs to use 3D acceleration, but under Windows (where a lot of SDL games already exist) most of the coders are using D3D. Also, based on the fact that D3D 8 is not as bloated as previous versions, a wrapper for other OSes could be easily achieved (IMHO).

    Last question, again on the spirit of 'SDL Vs DirectX', are there any plans for more support for more input devices, like force feedback wheels etc.

    Take care and thank you for all the hard work you have put on SDL the last few years. (and also greatly thank you for the BeOS port! :)

  41. SDL and Python by xiexie · · Score: 2, Interesting

    SDL was written for porting games, and as such, you would expect most programs that use SDL to be written in C or C++, for speed. However, with the Python bindings for SDL, programmers can write in a better application programming language and still take advantage of your cross-platform "game" library. What applications do you envision with SDL and very-high-level languages?

  42. SDL as a common layer.. by pinkpineapple · · Score: 3, Interesting

    I was investigating the possibility of using the SDL as the lowest layer in the system. My goal was to replace X Windows entirely, and use SDL instead to create a window system based on OpenGL in a manner not to far fetched with what CoreGraphics is doing inside MacOS X. It appears that SDL on the platforms it supports (in my case linux) , relies on the XWindows windows server and event propagation model.

    Do you think it would be feasible to plug something with less complexity than X Windows at the bottom of SDL to do such a task. How tied is SDL coupled with the platform architectures it supports?

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    -- I feel better now. Thanks for asking.
    1. Re:SDL as a common layer.. by Timbo · · Score: 2, Informative

      SDL is not limited to XFree86. It also targets SVGAlib amongst other things (such as aalib - thats trippy)

  43. Re:But sony IS distributing binaries. by Amokscience · · Score: 2

    Again, only must be available to you if you obtain the binary. Not just because you have a PS2 (unless it runs a Linux as shipped).

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    Fsck cluebie moderators. I'll say what I want, offtopic or not. And fsck having to qualify every bloody statement just
  44. Tradeoffs between Portability and Performance by LL · · Score: 4, Interesting

    As with any system, there are trade-offs. The PSX2 graphics chip (EmotionEngine) has a number of features which require careful programming to exploit, especially given the (relatively) limited main memory (32M). The question is to what extent you expect to compromise your API's growth in capability/portability to support gee-whiz features. The dual of this question is of course that with a cross-platform API, you tend to end up with something equally mediocre across all systems, potentially leading to a catch-up mentality in the marketing perception which is particularly fatal in the computer gaming sector which continually relies on new features to draw in users. How do you expect to handle these compromises without alienating too many of the stakeholders (developers, manufacturers, users, etc)?

    LL