Now they're entering the world of the dotnet commandline tool - and they recommend you to use that for VS 2019 afaik.There are quite a few frameworks claiming to be heavily influenced by XNA. Stick to SFML as it will ultimately become more widely used than SDL. I've been wanting to get into gamedev recently and looked up some frameworks in the langs I know. I've narrowed my libraries of interest down to SFML2 and SDL2.

Nintendo Switch support, could be ported to other game console. The base install includes the pipeline tool, which is all you really need outside of NuGet. It feels more open and free and does less things for you. That would be a lot of boilerplate code. It's a pain and while you could get SFML working on JS/HTML with emscripten it's honestly not worth it. I think the SFML vs SDL question is one of those entirely subjective questions, unless you're asking for a very specific reason or need a very specific thing from your library. They both have their pros and cons and you'll alwyas get 10 different answers from 10 different people. You’ll understand how it works because it’s your code.I don't think it will be the case. By using our Services or clicking I agree, you agree to our use of cookies. If you insist on classes, then you should check out If you're strictly looking to do OpenGL, and you're looking to do it manually, then SDL2/SFML may be too bloated for your needs - they include much more than just window management.

As a user of both, SDL2 SFML is C++ first and has a simple API but that’s as far as the good gets. My opinion on SFML and SDL may not be better but a lot of features are missing. For SFML it's all managed, released, and documented as one.I was in a similar situation and after doing tons of research for several months, I chose SDL2 as its the most used and has good support.Yeah I think I am leaning towards SDL2 myself. Well, there might be fewer / other overloads of those SpriteBatch things, but don't worry, the API should be reasonable enough to adapt, I think. If your game doesn't use any custom content types, all you need from NuGet are MonoGame.Framework.DesktopGL and MonoGame.ContentBuilder (from memory so the names might not be exactly correct). I had a look earlier to Whitaker tutorials, which seems very nice albeit not a lot of them.I do have VS 2019 so the issues to make it work are a bit of a downer, but I'm sure it can be solved with the workarounds you mention :)SDL2, while not really object oriented, is still very intuitive. You can also go to a full engine solution such as Unity or UE4.New comments cannot be posted and votes cannot be castAll things related to game development, programming, math, art, music, business, and marketing.Press J to jump to the feed. If tutorials are an issue, you can look for XNA 4 tutorials and it's almost the same thing, there are some minor differences but you should have no trouble learning from them.As for the other two, SFML is strictly 2D and a legit C++ library. before was even worse where he wouldn't take any pulls from anyone.So overall if you want community support, community tools and etc go with SDL. I've experience in both C and C++ and started getting interested in smaller scale 2D game development.

Needs helpful insight. I've actually started checking some of Whitaker's tutorials and I'm quite liking it! For some people that's good, for myself, I want more freedom and control. Both can be used for 2D and have lots of tools for that, but both are 3D mainly. So I'll ask here, which should I go with, SDL or SFML, I'm using C++.More beginner friendly and uses C++ objects which manage their lifetimes (so you don't need to worry about memory management that much)Has everything you need to make a simple 2D game. I'm not sure what you mean with the content pipeline stuff to be leave out, Monogame changed that?Thanks for the link for Raylib, I will have a look :-)FYI there is also a .NET Core (C#) binding of SFML. Freedom and choice.SDL2 has better portability for more platforms than SFML.