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libsdl-org
SDL
C2021–2026
libsdl-org / SDL

SDL

Simple DirectMedia Layer

49Distinct people
59Mentions
0Explicit recommenders
17KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Simple DirectMedia Layer

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 8:03:49 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year59 dated mentions

Observed mentions: 2021-05-08 20:35:58 UTC to 2026-10-27 12:02:25 UTC.

0510152021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 8 mentions; 0 submissions, 8 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 7 mentions; 2 submissions, 5 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 7 mentions; 1 submissions, 6 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 14 mentions; 4 submissions, 10 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 9 mentions; 4 submissions, 5 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 14 mentions; 6 submissions, 8 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC808
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC725
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC716
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC14410
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC945
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC1468

What Hacker News says

9 sources
The bugs have nothing to do with the language and exist in C too. I'll just link to some of the bugs directly that posted as issues to SDL: https://github.com/libsdl-org/SDL/issues/4789 (not fixed) https://github.com/libsdl-org/SDL/issues/4816 (closed) https://github.com/libsdl-org/SDL/issues/4790 (closed) And these being the bugs we found ourselves, not other bugs that have already been found, and many marked "as not planned" since SDL2 is now finished.
In A critique of package managers
It's not required, but it's generally safer to put a notice saying who owns the copyright and what license the file is released under at the top of each file. Some licenses like MIT, the BSD licenses, Zlib, etc are short enough that you can include the full license text in the notice, and others like GPL provide sample copyright header text to include. Here's an example of this from a random file in the SDL source code: https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_bl... Obviously Microsoft is still committing copyright infringement and in the wrong here. However, if the author had copyright notices in each file and then Microsoft stripped them out or changed the copyright information, it would make it harder for them to brush it off with "oops, we forgot to commit the correct LICENSE file" like I'm sure they'll do here.
In Getting forked by Microsoft
> cross platform/web/mobile distribution Unfortunately, each and every platform has its own unique quirks[^], and I think the problem is too large for a project like LÖVE to tackle. In fact, LÖVE's authors have already done "90% of the work in 10% of the code": you can make a ZIP file, change the extension to .love, and just distribute that. Install LÖVE, double-click YourGame.love, and you're done. You can also concatenate the game executable with the ZIP file to create a self-contained binary distribution for that target platform (super old & cute trick; it's possible because ZIP's "header" is in fact, at the end of the archive). [^]: In 2016 I've attempted a "one game per month" challenge; but I also wanted to distribute executables for Windows, macOS, and Linux, so that all of my friends could just play them. It went something like th
Read the rest
is: - Windows: distributing executables from your personal domain is considered a crime; the browser and the OS will yell at the user, block the download, blacklist you, etc. - macOS: simply concatenating won't work; you need an elaborate dance to create a .app bundle, and distribute that in a .dmg - good luck building that on a Linux host, also good luck debugging without an actual Mac. Nevermind code signing, you can bypass that with shift-right-click-open. Oh wait, macOS 15 won't let you. - Linux: are you ready for the .so hell? - BSD: bonus! The documentation for SDL_GetPlatform doesn't even enumerate all of the possible values! You need to source-dive to get them: https://github.com/libsdl-org/SDL/blob/f45ce45603a00e92332f9... - plus any possible patches in ports; most developers won't ever care, and will just hardcode "Linux". Checking for $DISPLAY is also unreliable: macOS users may have XQuartz installed, Wayland purists may run without XWayland, etc.
In Building Game Prototypes with LÖVE

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