Conversation
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Currently SDL3 is being installed the hard way (
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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? |
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Unvanquished just posted about their usage of SDL3 and how they are currently working with it:
You can read more in the blog post on their site: https://unvanquished.net/unvanquished-0-55-5-polishing-it/ |
SDL3 is not release yet, but has hit ABI freeze. Until it's officially released this PR should not be merged.