Sdl3 Example [top] -

Sdl3 Example [top] -

– 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.

#define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define BALL_RADIUS 20 sdl3 example

// 5. Main loop while (running) { // Handle events while (SDL_PollEvent(&event)) { if (event.type == SDL_EVENT_QUIT) { running = false; } else if (event.type == SDL_EVENT_KEY_DOWN) { if (event.key.key == SDLK_ESCAPE) { running = false; } } } – SDL_CreateRenderer is simplified: it no longer requires

int main(int argc, char* argv[]) { // 1. Initialize SDL3 video subsystem only if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("SDL_Init Error: %s", SDL_GetError()); return 1; } Main loop while (running) { // Handle events

ball_x += velocity_x * delta_time; ball_y += velocity_y * delta_time;

– SDL_SetRenderDrawColor sets the drawing color. SDL_RenderClear fills the whole window with black. We then draw a filled rectangle (representing the ball) in blue. Note: SDL3’s renderer still does not include a native filled circle primitive, so a rectangle suffices for demonstration. Finally, SDL_RenderPresent swaps the buffers to show the frame.