– SDL3 has renamed many event types. The quit event is now SDL_EVENT_QUIT (instead of SDL_QUIT ). Key events follow a similar pattern: SDL_EVENT_KEY_DOWN and the key code is accessed via event.key.key (where SDLK_ESCAPE is unchanged). The event loop is non-blocking thanks to SDL_PollEvent .
#define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define BALL_RADIUS 20 sdl3 example
// Update based on delta time Uint64 current_time = SDL_GetTicks(); float delta_time = (current_time - last_time) / 1000.0f; if (delta_time > 0.05f) delta_time = 0.05f; // clamp for safety last_time = current_time; – SDL3 has renamed many event types
– 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. The event loop is non-blocking thanks to SDL_PollEvent
// 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; }