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OTOH, SDL2 is developed by Sam Lantinga, currently an employee at Valve (IIRC), so this is probably the most promising library of the three you mentioned.

For one, it [SDL2] uses XInput2 for relative mouse input on X11 (and Raw Input on Win32), which is soooo much better than the classic WarpPointer mess.

Another thing, it is really preferable to put libSDL shared library next to your executable, not compile it statically, at least for Linux builds. Quite a number of problems with old games running improperly on erm...modern Linux desktops are solved by swapping the bundled libSDL for distro-provided version.

I'm speaking specifically about windowing/input part of SDL, have zero experience with other parts.


Would you, by any chance, share any links regarding "proper software would simulate thousands of scenarios"? Genuinely interested, how are these kinds of problems solved in real life.


I was thinking of automated trial and error using a simulator. Try a bunch of variations in the simulator and pick the one with the best simulated results.

Approaches like that are common for playing board games like chess, for finding clever transfer orbits for spacecraft, etc.


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