Getting an Image on the Screen. Last Updated 3/18/ Now that you’ve. Install SDL 2 for Linux command line. Setting up SDL 2 on g++. Last Updated 6/21/ 1)Go download the source for. Render text with TTF fonts in SDL 2.
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Beginning Game Programming v2.
By the end of these tutorials, you’ll know the basics to make your first real video game! Like Lazy Foo’ Productions on Facebook: If you find any bugs or typos in the tutorials please contact me.
Lesson 01 Hello SDL. In this tutorial we will be setting up the SDL library laz creating our first window. Lesson 02 Getting an Image on the Screen.
Lesson 03 Event Driven Programming. Here we’ll start handling user input by allow the user to X out the window. Lesson 04 Key Presses. Now that we know how to load and blit surfaces, it’s time to make our blits faster. We’ll also take a smaller image and stretch it to fit the screen. Lesson 07 Texture Loading and Rendering. A big new feature in SDL 2. Here we’ll be loading an image to render it using textures.
Lesson 08 Geometry Rendering. Another new feature in SDL 2. Here we’ll be using it to render some common shapes. Lesson 09 The Viewport. We’ll be using the viewport to create subscreens. Lesson 10 Color Keying. Lesson 11 Clip Rendering and Sprite Sheets. Using clip rendering, you can keep multiple images on one texture and render the part you need.
We’ll be using this to render individual sprites from a sprite sheet. Lesson 12 Color Modulation. We’ll be altering the color of rendered textures using color modulation.
Lesson 13 Alpha Blending. Lesson 14 Animated Sprites and Vsync. Lesson 15 Rotation and Flipping. Lesson 16 True Type Fonts.
Lesson 17 Mouse Events. Lesson 18 Key States. There’s other ways to read the keys besides event polling.
Lazy Foo’ Productions – Texture Loading and Rendering
Here will get the current states of the keyboard using get states. Lesson 19 Gamepads and Joysticks.
Lesson 20 Force Feedback. Another new feature for SDL 2. We’ll make our controller rumble when a button is pressed. Lesson 21 Sound Effects and Music. Lesson 23 Advanced Timers. Lesson 24 Calculating Frame Rate. Lesson 25 Capping Frame Rate. If you need a constant frame rate ,azy vsync isn’t available, frame rate capping can be used as a fall back.
Here we’ll be taking what we learned about render and handling input to sfl a dot move around the screen. Lesson 27 Collision Detection. Here we’ll have two objects interact with adl other using bounding box collision detection.
Lesson 28 Per-pixel Collision Detection. Lesson 29 Circular Collision Detection. Here we’ll be implement a camera to scroll levels larger than the screen.
Lesson 31 Scrolling Backgrounds. Here we’ll using a scrolling background to give the illusion of an infinite level. Lesson 32 Text Input and Clipboard Handling. Here we’ll using SDL 2.
Lesson 33 File Reading and Writing. Lesson 34 Audio Recording. Here we’ll be copying from the audio device to record and copying to the audio device to play back. Lesson 35 Window Events. Lesson 36 Multiple Windows. A new feature in Lazu is the ability to support more than one window. Here we’ll make an application that has lqzy windows. Lesson 37 Multiple Displays.
Another new feature of SDL 2. Here we’ll make our window jump from display to display. Lesson 38 Particle Engines. Lesson 40 Texture Manipulation. Lesson 41 Bitmap Fonts. Lesson 42 Texture Streaming.
Here we’ll be rendering from a streaming data source using texture streaming. Lesson 43 Render to Texture. Lesson 44 Frame Independent Movement. Lesson 45 Timer Callbacks. SDL has another timing mechanism called timer callbacks. Here we’ll be setting a function to be called back after a certain amount of time.
Multithreading allows your program to do things simultaneously. Here we’ll make things print to the console from outside our main thread. A major issue in multithreaded applications is that fok need to make sure that they don’t try to access the same data at the same time.
Semaphores are a way to make sure only a adl amount of threads are performing an action voo the same time. Lesson 48 Atomic Operations. Atomic operations are another way to synchronize threads. Here we’ll be redoing the previous tutorial with atomic counters.
Lesson 49 Mutexes and Conditions. Mutexes and conditions are yet another way to synchronize threads. Here we’ll be using the added benefit that they allow threads to communicate with each other.
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In this tutorial we will make a minimalist OpenGL 2. Lesson 52 Hello Mobile. Lesson 53 Extensions and Changing Orientation. Here we’ll sdll using SDL extension libraries and handling changing orientation.