• 0

Parallax Starfield (SDL)


Question

Hi,

I was reading an issue of Linux Format today, and saw a parallax starfield in SDL. I hadn't tried SDL before, so I gave it a shot, and added some extra functionality like bliting images of planets, etc. I was surprised how easy it was.

Anyone else played around with SDL before? How do you rate it vs other graphic libraries?

I've included the code I threw together as an attachment if anyone wants to play with it. Just chmod +x build, then ./build to compile it, and ./cosmos to run it. It's hardcoded for my resolution (1080p), but it's easy enough to change the defines at the top of main.c.

cosmos.zip

Link to comment
https://www.neowin.net/forum/topic/1108349-parallax-starfield-sdl/
Share on other sites

10 answers to this question

Recommended Posts

  • 0

Strange. I'm still getting some tearing even after locking the fps at 60 frames and double buffering the surface. Perhaps it's SDL or my graphics driver.

I just realised as well that passing an expression containing rand () as a parameter to a MAX macro isn't a good idea due to duplicate evaluation :/

cosmos.zip

  • 0

I tried to compile your code on my Mint VM but I didn't have SDL installed, and I'm not sure how to properly install it on Linux.

That said SDL is obviously a quality and widely used library especially in the *.nix world, but for my own needs I prefer to use higher-level, object-oriented APIs which allow me to focus on the application logic. For C++ I like SFML, for C# I like XNA/MonoGame.

  • 0

I much prefer Allegro 5 over SDL, but both are good at what they do. A game I'm developing uses Allegro 5 to abstract most platform-specific stuff, while the rest is done in C# and OpenGL 3.3. I went with Allegro over the experience and (in my opinion), the nicer API. But I guess that doesn't matter much when it's all P/Invoke.

  • 0

I tried to compile your code on my Mint VM but I didn't have SDL installed, and I'm not sure how to properly install it on Linux.

sudo apt-get install libsdl-dev libsdl-image1.2-dev

Ubuntu / Mint's default version of GCC doesn't like it when -lSDL_image isn't right at the end of the line. So you'll need to move it to the end of the line in build:

gcc -o cosmos -O2 -march=native -s -pedantic -Wall `pkg-config --cflags --libs sdl` [b']-lSDL_image main.c[/b]

to

gcc main.c -o cosmos -O2 -march=native -s -pedantic -Wall `pkg-config --cflags --libs sdl` -lSDL_image

should do it.

You'll probably have to change the video resolution in main.c if your host doesn't support 1080p. If it does support it, then just full screen the guest mint and it should work, albeit, not as smooth as a native machine.

That said SDL is obviously a quality and widely used library especially in the *.nix world

Yeah, I'm quite impressed with how easy it is to use. I might try writing a game in it, or perhaps a Stargate-esque wormhole simulator.

, but for my own needs I prefer to use higher-level, object-oriented APIs which allow me to focus on the application logic. For C++ I like SFML, for C# I like XNA/MonoGame.

I haven't tried MonoGame before, but I'll take a look at it, thanks.

  • 0

I much prefer Allegro 5 over SDL, but both are good at what they do. A game I'm developing uses Allegro 5 to abstract most platform-specific stuff, while the rest is done in C# and OpenGL 3.3. I went with Allegro over the experience and (in my opinion), the nicer API. But I guess that doesn't matter much when it's all P/Invoke.

That looks interesting. It looks like it does more of the grunt work than SDL. Perhaps it would be easier to get a game up and running using that than SDL alone.

  • 0

If you're on Ubuntu or Mint you need to add the badgerports repositories to get the latest Monodevelop/MonoGame packages. On other distributions I don't know.

There are two packages for Arch (my distro).

$  yaourt -Ss monogame
aur/monogame 2.5.1.0-1 (3)
	XNA Implementation for Mono based platforms
aur/monogame-git 20120512-1 (1)
	XNA Implementation for Mono based platforms (git)

The GIT one will no doubt be more up to date. It's good that it has cli tools. I'm too attached to Vim to use anything else ;)

Edit: Not sure I like the licence:

$  yaourt -Si monogame | grep Licenses
Licenses	   : Microsoft Public License

  • 0

What's the problem with it? Having "Microsoft" in the name? It's approved by the OSI.

Microsoft licences tend to be precarious. I prefer the GPL. Mono has a GPL licence, so I don't see why monogame can't follow suit. But anyway, I'll take a look at it.

This topic is now closed to further replies.
  • Posts

    • Didn’t Dbrand once complain that Casetify was ripping off their designs a well? seems pretty bad of them to try and get around Valve’s copyright this way with that in mind.
    • Dbrand thought they could get away with this Steam Machine case, Valve disagreed by David Uzondu Image via Dbrand Dbrand has cancelled its highly anticipated Companion Cube enclosure for the Valve Steam Machine, which it teased back in November of last year with a concept render and sign-up page, because it did not ask Valve for permission first before manufacturing the case. According to Dbrand, it took the "backwards approach" of building the product first before asking for permission from the copyright holder. Seven months of work went into the project, requiring over a thousand engineering hours from the design team. Workers developed forty-four sets of injection molding tools, making a unique mold for each sub-component of the crate. When the Companion Cube went live on Monday last week, it, according to Dbrand, quickly became the second-fastest-selling product in the company's fifteen-year history, racking up orders for hundreds of thousands of units. Customers eagerly bought the $129.95 deluxe edition or the bare-bones $99.95 version, which the manufacturer cheekily branded as the "Poverty Cube". It was around this time that the legal eagles at Valve descended on the accessory maker with a formal demand. The developer pointed out that the iconic block design remains protected intellectual property from the game Portal, so unlicensed sales had to stop. Dbrand said that all its pleas to salvage the project with the Valve team, including proposals to run a properly licensed release under official terms "with their blessing", fell on deaf ears, so it had no choice but to obey and remove every trace of the product from the internet. If you bought the enclosure, the company said that banks will process your refund by the end of this week, but if it still hasn't arrived in your account by then, you should not hesitate to contact support. The Steam Machine itself is a high-performance console that Valve designed directly to bring PC gaming into the living room. It was announced on 12th November 2025 (the same day Dbrand announced the Cube) and runs on the Linux-based SteamOS, the same OS that powers the Steam Deck. As for the price, due to the shortage of memory and storage chips, the hardware cost landed much higher than people were expecting, starting at $1,049 for the 512 model (without a controller) or $1,128 with the new gamepad. The premium 2 TB model pushes those prices even higher, selling at $1,349 for the standalone console and hitting $1,428 if you want the bundle.
    • It's listed #399.99 on Amazon, per your link. It's not $299.99.
  • Recent Achievements

    • Rookie
      Almohandis went up a rank
      Rookie
    • Apprentice
      jahara21 went up a rank
      Apprentice
    • Reacting Well
      NovaEdgeX earned a badge
      Reacting Well
    • Week One Done
      NovaEdgeX earned a badge
      Week One Done
    • One Year In
      BA the Curmudgeon earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      534
    2. 2
      +Edouard
      264
    3. 3
      PsYcHoKiLLa
      148
    4. 4
      Steven P.
      97
    5. 5
      macoman
      58
  • Tell a friend

    Love Neowin? Tell a friend!