Version 3 supports same (current) platforms as version 2, such as 32- and 64-bit Windows 10+ and 64-bit macOS 10.7+ (support dropped for outdated e.g. Windows Phone/UWP[2]).[3]
The library is internally written in C and possibly, depending on the target platform, C++ or Objective-C, and provides the application programming interface in C, with bindings to other languages available.[12] It is free and open-source software subject to the requirements of the zlib License since version 2.0, and with prior versions subject to the GNU Lesser General Public License.[8] Under the zlib License, SDL 2.0 is freely available for static linking in closed-source projects, unlike SDL 1.2,[13] although it is possible for the user to override the statically linked library with one provided by them.[14] SDL 2.0, released in 2013, was a major departure from previous versions, offering more opportunity for 3D hardware acceleration, but breaking backwards-compatibility, a wrapper library made to translate 1.2 calls to 2.0 was later made available.[15]
SDL is extensively used in the industry in both large and small projects. By 2010, over 700 games, 180 applications, and 120 demos had been posted on the library website.[16]
SDL supports Emscripten (i.e. programs that run on a web page).
SDL 3 was released, as a stable version, in January 2025. It has a migration guide, and Coccinelle tool support to help migrate to the new major version. SDL 3 has a new way to control the entry point of your program,[17] and you can optionally control execution in a non-framework way.
History
Sam Lantinga created the library, first releasing it in early 1998, while working for Loki Software. He got the idea while porting a Windows application to Macintosh. He then used SDL to port Doom to BeOS (see Doom source ports).[18] Around the time of its creation, SDL was regarded as a simple alternative to DirectX.[19] Several other free libraries were developed to work alongside SDL, such as SMPEG and OpenAL[clarify]. He also founded Galaxy Gameworks in 2008 to help commercially support SDL, although the company plans are currently on hold due to time constraints.[20]
Soon after putting Galaxy Gameworks on hold, Lantinga announced that SDL 1.3 (which would then later become SDL 2.0) would be licensed under the zlib License.[21] Lantinga announced SDL 2.0 on 14 July 2012, at the same time announcing that he was joining Valve, the first version of which was announced the same day he joined the company.[22] Lantinga announced the stable release of SDL 2.0.0 on 13 August 2013.[23]
SDL 2.0 is a major update to the SDL 1.2 codebase with a different, not backwards-compatible[24]API. It replaces several parts of the 1.2 API with more general support for multiple input and output options. Some feature additions include multiple window support, hardware-accelerated 2D graphics, and better Unicode support.[25]
Support for Mir and Wayland was added in SDL 2.0.2[26] and enabled by default in SDL 2.0.4.[27] Version 2.0.4 also provided better support for Android.[28]
In 2024, the stable preview of SDL 3.1.3 was released (and in January 2025 3.20 was released as stable). It makes the API more consistent and allows access to more parts of the device, along with other features.[29]
Software architecture
SDL is a wrapper around the operating-system-specific functions that the game needs to access. The only purpose of SDL is to provide a common framework for accessing these functions for multiple operating systems (cross-platform).[30] SDL provides support for 2D pixel operations, sound, file access, event handling, timing and threading. It is often used to complement OpenGL by setting up the graphical output and providing mouse and keyboard input, since OpenGL comprises only rendering.
A game using the Simple DirectMedia Layer will not automatically run on every operating system; further adaptations must be applied. These are reduced to a minimum, since SDL also contains a few abstraction APIs for frequent functions offered by an operating system.
The syntax of SDL is function-based: all operations done in SDL are done by passing parameters to subroutines (functions). Special structures are also used to store the specific information SDL needs to handle. SDL functions are categorized under several different subsystems.
Platform Detection, CPU Feature Detection, Byte Order and Byte Swapping, Bit Manipulation
Power Management
Power Management Status
Additional
Platform-specific functionality
Besides this basic, low-level support, there also are a few separate official libraries that provide some more functions. These comprise the "standard library", and are provided on the official website and included in the official documentation:
SDL_image — support for multiple image formats[32]
SDL_mixer — complex audio functions, mainly for sound mixing[33]
Because of the way SDL is designed, much of its source code is split into separate modules for each operating system, to make calls to the underlying system. When SDL is compiled, the appropriate modules are selected for the target system. The following back-ends are available:[9]
Over the years SDL was used for many commercial and non-commercial video game projects. For instance, MobyGames listed 120 games using SDL in 2013,[62] and the SDL website itself listed around 700 games in 2012.[63] Important commercial examples are Angry Birds,[64]Unreal Tournament, and games developed using Valve's Source Engine, which uses SDL extensively for cross-platform compatibility; ones from the open-source domain are OpenTTD,[65]The Battle for Wesnoth[66] or Freeciv.[67]
The cross-platform game releases of the popular Humble Indie Bundles for Linux, Mac and Android are often SDL-based.
There were several books written for development with SDL (see further reading).
SDL is used in university courses teaching multimedia and computer science, for instance, in a workshop about game programming using libSDL at the University of Cadiz in 2010, or a Game Design discipline at UTFPR (Ponta Grossa campus) in 2015.
↑ "Articles relating to SDL". Simple DirectMedia Layer. Archived from the original on 9 October 2003. Retrieved 22 January 2025. Search with the keywords "alternative", "simple" or "DirectX" in the page.
↑ may88 (23 June 2011). "Game of the Week #3 – Homeworld SDL". pandorapress.net. Retrieved 8 May 2012. [...] released port of HomeworldSDL. Forum member Edglex enables your Pandora to experience the excellent work done by the guys at HomeworldSDL.
↑ "Development Details". scorched3d.co.uk. Archived from the original on 6 October 2014. Retrieved 3 October 2014. ...Simple DirectMedia Layer - SDL for cross platform game windowing...
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