Originally posted by birdie
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sdl-compat 1.2.52 Debuts As Initial SDL-1.2-Atop-SDL-2.0 Release
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Originally posted by yump View PostAnd even for old software that hasn't been continuously worked on, there are two other considerations. First, anything still in use is proven by its survival. Second, at some point all your productivity is spent keeping yourself from sliding down the mountain. If random churn forces the entire Linux desktop to be rewritten every 20 years on average, the total amount of software that we have will never exceed 20 years of community effort. For a small community, that's a big problem.
Yes that 20 year average idea is a real pain. The reality its closer to 15 years than 20 with the major driving force is hardware change. The ABI compatibility stuff is a smaller factor. The reality is Microsoft with its massive ABI compatibility runs into issues support too large of time frame of hardware to the point that Microsoft is looking at displaying a watermark on screen with Windows 11 to display unsupported hardware if your hardware is over 10 years old due to the issues.
yump the reality is how can we be updating the software every 10 years with the least amount of developer effort is a question we need to answer because the hardware treadmill is not going away any time soon. The realities of the hardware treadmill is savage.
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Originally posted by yump View Postjacob Software developed since decades ago contains decades of embodied knowledge and experience about the problem domain. When you throw something out and redesign it from scratch, all of that is lost unless the redesign starts with a thorough study of the entire commit history and everything written in bug reports.
It is also a fallacy for another reason, which is that the redesign from scratch is often carried out by the very people who built or maintained the previous stack, and they are the ones with the knowledge. Wayland for example is the brainchild of Xorg developers and I would doubt that anyone could claim to possess better understanding of the problem domain than them. Vulkan has been created by the Khronos group, GTK4 has been created by the people who previously developed GTK1, 2 and 3, SDL2 is from the SDL1 developers etc. They are the ones in the best position to learn from the past. Besides, learning from previous experience often consists in learning what to AVOID, that is a lesson that apparently many people seem not to accept.
Originally posted by yump View PostAnd even for old software that hasn't been continuously worked on, there are two other considerations. First, anything still in use is proven by its survival. Second, at some point all your productivity is spent keeping yourself from sliding down the mountain. If random churn forces the entire Linux desktop to be rewritten every 20 years on average, the total amount of software that we have will never exceed 20 years of community effort. For a small community, that's a big problem.
Besides, if you want to argue that the old X11 for which SDL1 was primarily designed was "proven", then your claim is immediately proven false (pun unintended) by the fact that no OS designed from scratch since X11 appeared actually decided to use it - Windows, MacOS Classic, NextStep (followed MacOS X), BeOS, QNX etc all implemented their own graphics stack instead of using the supposedly "proven" X11. Linux is, at last, following suit, for the same reasons.
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Originally posted by evil_core View PostIt's true that this compatinility layer provides faster rendering under wayland(SDL 1.x is very slow under wayland in comparison to native Xorg on my Intel machines), when using native SDL2 wayland backend(otherwise it's even slower).
But it doesn't change the facts, that's totally useless code(until terminal/web browser is sufficient for somebody), because it still doesn't run "Frogatto and Friends", which is IMHO one of the cutest Rayman clones and FLOSS games available under Linux.
So I call for boycott of this SDL Compat layer, until Frogatto is playable!
You could just download the latest code directly from Git and not have to deal with compat layers.
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Originally posted by QwertyChouskie View Post
The last tagged release was in 2012, but the game is still seeing frequent commits on GitHub: https://github.com/frogatto/frogatto
You could just download the latest code directly from Git and not have to deal with compat layers.
Code:Building: src/sound.cpp [B]src/sound.cpp:[/B] In member function ‘[B]virtual void sound::{anonymous}::BinauralDelaySoundEffectFilter ::MixData(float*, int)[/B]’: [B]src/sound.cpp:1232:40:[/B][B]error: [/B]expected primary-expression before ‘[B]int[/B]’ 1232 | const int nsamples_delay = [B]int[/B](std::abs<float>(delay_)*SampleRate); | [B]^~~[/B] make: *** [Makefile:237: build/sound.o] Error 1 [B]==> ERROR:[/B][B] A failure occurred in build().[/B]
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Originally posted by evil_core View Post
I've tried building it again from arch PKGBUILD and building anura-git fails:
Code:Building: src/sound.cpp [B]src/sound.cpp:[/B] In member function ‘[B]virtual void sound::{anonymous}::BinauralDelaySoundEffectFilter ::MixData(float*, int)[/B]’: [B]src/sound.cpp:1232:40:[/B][B]error: [/B]expected primary-expression before ‘[B]int[/B]’ 1232 | const int nsamples_delay = [B]int[/B](std::abs<float>(delay_)*SampleRate); | [B]^~~[/B] make: *** [Makefile:237: build/sound.o] Error 1 [B]==> ERROR:[/B][B] A failure occurred in build().[/B]
Code:const int nsamples_delay = int(std::abs<float>(delay_) * float(SampleRate));
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