@nickpunt, you are, of course very right about things going in bursts. My work on SDL2 is a great example. I'll forever remember winter '24 spring '25 as my "season of SDL2" where I at least thought about it pretty much daily. There's no way I'll sustain that level, and will naturally taper off, but leave behind something (hopefully) useful that may at some other point be taken up and maybe even used by people other than me! (One can hope, can't one!) Who knows, if I get to a point, and stop working on it, one day it may be taken further by others and I won't even notice, if my interests have moved on to something else.
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Reaching out and SPECIFICALLY asking if there's a particular game people want is a good idea. Again, I thought someone would pipe up organically about that, but perhaps I am just inpatient. I really don't want to have to do a port all by myself, but part of that is a very small bit of...I wouldn't call it bitterness, but more minor irritation..."I gave you guys SDL2, now I'm expected to give a whole game?!?". I did a lot of classic Mac SDL 1.2 game ports that are up at MG, and it was a lot of, not always fulfilling, hard work.
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I started several ports of SDL2 demos and games myself for testing things. The demos, for the most part, work exactly as expected, as long as they don't need OpenGL, although mouse and keyboard event handling is still only halfway done in my SDL2 so there's a lot of small crazy weirdnesses.
I haven't gotten far on the games, less because of limitations in my SDL2, and more because of just the "standard" numerous teeny tiny problems of porting a Windows/Linux/MacOSX game to classic MacOS. Dealing with pathname separators or functions missing either in old compilers (looking at YOU codewarrior) or the MacOS itself is really not a whole lot of fun. Doing that on TOP of a questionable SDL2 ends up being a MAJOR pain. If something doesn't work, is it the game itself, or something missing in my SDL2? Who knows! When a game crashes this is even more frustrating on classic MacOS where debugging can be a major challenge. (So I really SHOULD understand why there haven't been any porting attempts...I know EXACTLY what they entail).
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@Boctor's point about m68k's is a very good one. I did an m68k version of SDL 1.2 (up at MG), and although it works extremely well, pretty much flawlessly, cpu and memory limitations, and lack of accelerated video, are VERY apparent when I did real world game ports (also up at MG). Some of the games ended up being more tech demos or proofs of concept, and too slow to actually be playable on real m68k hardware. But they served their purpose VERY well of testing that SDL 1.2 worked. I would dearly love to have super fast m68k hardware, with something like the '060, or vampire or pistorm, boards our Amiga friends enjoy. Until then, there's always Basilisk!
Luckily, I'm building SDL2 for both m68k and ppc at the same time, even switching back and forth randomly from build to build, so, hypothetically eventually, SDL2 games should run quite well on nice fast G4's.
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Porting an engine is also a very good idea. Might be a really good test and easier to debug than a standalone game...but at the same time might introduce complications as there's more moving parts. I've also looked into and took a few tentative first steps on porting an SDL2 emulator or two to classic MacOS. Again, didn't even try to go too far, having to deal with compilers, and classic MacOS itself, problems, as mentioned above.
Apologies for getting to the TLDR point on this post, but there was a lot to cover.