Graphics for Beginners (Using SDL)
Jari Komppa writes "Looking at how learning programming these days is much harder than when I was starting, I decided to write a tutorial on how to make graphics at pixel level. The aim for the tutorial is to show that programming can actually be fun."
I used it for a game I wrote. It makes Threading, CDRoms, Joysticks, Keyboards, and graphics sooooo easy.
If you're using SDL for games, you should also look into:
NET2 - Fast Networking for SDLNet for multiplayer game programming. It basically has a separate thread that polls for Network traffic on your sockets and pushes events to your event queue. He even extends SDL events to be thread safe and FASTER.
SDL rocks.
More than enough BS
Another great tutorial is the book called:
g
http://www.nostarch.com/frameset.php?startat=pl
One of the few programming books I've purchased that I didn't feel like I got ripped off in purchasing.
Written by an Ex-Loki associated person John R. Hall
And now you tell me programming was easier in my day? You, with your fancy SDL and OpenGL? I'd like to see you code once you've ploughed 300 fields in one day with your bare hands.
...on RubyForge, including Magic Maze (which was inspired by Gauntlet) and Tadpoles.
The Army reading list
It's an approximation, and there's some things which each set of software does markedly better than the other, but SDL+OpenGL is considerably easier to extend (e.g. the NET2 library mentioned above) so I'd expect to see it get better faster (cheaper
The big advantages are:
These advantages are usually enough to handsomely compensate for any peripheral shortcomings (e.g. no force-feedback API, slightly smaller texturing envelope).
Got time? Spend some of it coding or testing
I've taken a quick glance at the tutorial, and it looks pretty good! As a Flash programmer, I've long been meaning to branch off into something more, um, sophisticated, and maybe this is the simple introduction that I've been waiting for!
Many thanks, Jari Komppa!
"Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
SDL has a couple of things going in its favor:
1. It works.
2. It's cross-platform.
3. It's not trying to do too much.
That said, SDL isn't particularly well-designed otherwise. It's awkward. There's too much underlying info exposed to the user. The "surface" abstraction is muddy, in that you can accidentally run without hardware acceleration too easily, and you do easily do other things that hurt performance simply because you didn't pay attention to barely documented flags.
I once wrote a program to "draw" pictures on punchcards by punching out holes.
I wrote it in FORTRAN, though, not assembly.
A friend of mine enhanced it to do flip-card animation, but the animation was pretty bad, due to the fact that (IBM) punch-card holes are pretty spaced out.
I had a friend who did 2-player "TANKS" in HTML, Javascript and CSS, simply by having tons of 1 pixel divs. Quite impressive ...
Check out some of the winners from the last 5k compo. Really cool stuff.
Dr Superlove 300ml. I use my powers for awesome