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– SDL_CreateWindow now takes width, height, and flags directly, omitting the separate x,y parameters (defaulting to centered). The SDL_WINDOW_RESIZABLE flag allows the user to resize the window. The window title is set to “SDL3 Bouncing Ball”.

// 6. Cleanup SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; } 1. Initialization – SDL_Init(SDL_INIT_VIDEO) returns a boolean (true on success). Unlike SDL2’s integer return, SDL3 uses bool consistently. Error messages are retrieved via SDL_GetError() . We only initialize the video subsystem because we don’t need audio or game controllers. sdl3 example

// 2. Create a window SDL_Window* window = SDL_CreateWindow("SDL3 Bouncing Ball", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE); if (!window) { SDL_Log("SDL_CreateWindow Error: %s", SDL_GetError()); SDL_Quit(); return 1; } – SDL_CreateWindow now takes width, height, and flags

// 4. Ball state float ball_x = WINDOW_WIDTH / 2.0f; float ball_y = WINDOW_HEIGHT / 2.0f; float velocity_x = 250.0f; // pixels per second float velocity_y = 200.0f; Uint64 last_time = SDL_GetTicks(); bool running = true; SDL_Event event; Unlike SDL2’s integer return, SDL3 uses bool consistently

– SDL_CreateRenderer is simplified: it no longer requires an index or a “driver” parameter; passing NULL for the second argument auto-selects the best backend. The flags SDL_RENDERER_ACCELERATED ensure we use GPU hardware.