Not all the code is strictly mine. A small amount for initialising SDL comes from a 2D tutorial I did an age ago (can't remember which but believe it comes from GameDev somewhere). Some parts (specifically the CGFXOpenGL files) come from the 'Beginning OpenGL Game Programming' book. Both cases are within the usage agreement from both sources and I can't be bothered putting them as exceptions in the copyright (both are beyond trivial and as stated they are free to use in these cases). I actually recommend you strip out the CGFXOpenGL parts if you use it for anything other than playing about. It isn't the most efficient way to write an OGL application. I just thought I'd mention both.
It will compile on Windows if you install MinGW and MSYS and get SDL setup within them. It will compile on Apple machines if you install the SDL framework and SDL using fink (it needs the fink import library but uses the framework install). For Linux type 'apt-get install sdl-dev' ;). Compiling involves typing make, it will automatically detect which platform to build for.
Some mess is in there to deal with the fact the togglescreen function doesn't work on Windows. I had to emulate it by fully shutting down and reinitialising the screen. The full mercurial repository is within it if you want to look through to make fun of how I work. I only started version tracking it a while back to support a refactoring effort.
I've used the MIT license so do whatever you like with it. If it breaks I give you my full guarantee that you get to keep both halves.


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