-
-
Notifications
You must be signed in to change notification settings - Fork 634
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Transition to SDL3 #962
base: master
Are you sure you want to change the base?
Transition to SDL3 #962
Conversation
Currently SDL3 is being installed the hard way (
|
Another option is to "wait until SDL's Wikipedia page lists a Early-adopting the bleeding edge is fine for self-contained solo indie game projects etc, but a many-users engine project like Wicked (with almost as many WIP projects) can let the-hot-new-thing settle into stabilization and even some maturation first =) when it comes to Wicked release versions, I mean — that you're already exploring SDL3 here is of course neato! Vendoring: intuitively but without quite knowing explicitly why, I'd be wary about vendoring something like SDL the same way it's currently only done with LUA, Jolt, FAudio etc. It's such a common "system-wide dep".. and if one's Wicked Game C++ app ever imports anything else that also references SDL but the system one (or its own static or shared vendored one... 😵💫 ), even if only to "optionally support" it (say some immediate-mode-GUI lib or other, who knows), at best you have the whole codebase loaded twice in memory and at worst maybe people get link-time conflicts / version differences, duplicate symbols or who knows what build-time or run-time confusions? |
SDL3 is not release yet, but has hit ABI freeze. Until it's officially released this PR should not be merged.