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Re:Windows game developer about porting to and using OS X by pmelendez on Wednesday November 11, 2015 @08:56AM (#10546646)
I might be wrong, but I think I remember that Cocos2d-x uses SDL under the hood.
Re:Windows game developer about porting to and using OS X by seivan on Wednesday November 11, 2015 @10:40AM (#10547153)
From what I can gather, not with V3 and above. I think starting V4 they will go render-agnostic so they can use Vulkan and Metal.

Besides, there is more than rendering for a decent engine. Managing controls in an agnostic way is nice to. I am actually working on adding better control-events so it can wrap Windows, Windows phone, Apple TV and External controllers easier.

Re:Windows game developer about porting to and using OS X by pmelendez on Wednesday November 11, 2015 @11:26AM (#10547423)
> "From what I can gather, not with V3 and above. I think starting V4 they will go render-agnostic so they can use Vulkan and Metal."

That would make sense, last time I touched it was back in 2012.

> "Besides, there is more than rendering for a decent engine."

For sure, but Cocos2d-x is a complete software framework and SDL is meant to be a library. Although I would grant that it would make sense if the author would choose to use a game engine for his game.

Re:Windows game developer about porting to and using OS X by jason_slack on Wednesday November 11, 2015 @12:33PM (#10547821)
>> "From what I can gather, not with V3 and above. I think >> starting V4 they will go render-agnostic so they can use >> Vulkan and Metal."

>That would make sense, last time I touched it was back in >2012.

Cocos2d-x has never used SDL for anything.

for v4 the renderer is vastly different. Going from v2 to v3 there were major changes here as well.

Re:Windows game developer about porting to and using OS X by jason_slack on Wednesday November 11, 2015 @12:31PM (#10547809)
No, SDL is not used under the hood.