Sdl3 Example 🎁 Bonus Inside
// 6. Cleanup SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; } 1. Initialization – SDL_Init(SDL_INIT_VIDEO) returns a boolean (true on success). Unlike SDL2’s integer return, SDL3 uses bool consistently. Error messages are retrieved via SDL_GetError() . We only initialize the video subsystem because we don’t need audio or game controllers.
#define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define BALL_RADIUS 20 sdl3 example
ball_x += velocity_x * delta_time; ball_y += velocity_y * delta_time; Unlike SDL2’s integer return, SDL3 uses bool consistently
– SDL_CreateRenderer is simplified: it no longer requires an index or a “driver” parameter; passing NULL for the second argument auto-selects the best backend. The flags SDL_RENDERER_ACCELERATED ensure we use GPU hardware. ball_y += velocity_y * delta_time
// sdl3_bounce.c // Compile (Linux/macOS): gcc sdl3_bounce.c -o bounce `pkg-config --cflags --libs sdl3` // Compile (Windows with vcpkg): cl sdl3_bounce.c /Ipath\to\SDL3\include /link path\to\SDL3\lib\SDL3.lib #include <SDL3/SDL.h> #include <stdio.h> #include <stdbool.h>