Sdl3 Example May 2026

// Bounce off edges (with radius adjustment) if (ball_x - BALL_RADIUS < 0) { ball_x = BALL_RADIUS; velocity_x = -velocity_x; } else if (ball_x + BALL_RADIUS > WINDOW_WIDTH) { ball_x = WINDOW_WIDTH - BALL_RADIUS; velocity_x = -velocity_x; } if (ball_y - BALL_RADIUS < 0) { ball_y = BALL_RADIUS; velocity_y = -velocity_y; } else if (ball_y + BALL_RADIUS > WINDOW_HEIGHT) { ball_y = WINDOW_HEIGHT - BALL_RADIUS; velocity_y = -velocity_y; }

#define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define BALL_RADIUS 20 sdl3 example

// 5. Main loop while (running) { // Handle events while (SDL_PollEvent(&event)) { if (event.type == SDL_EVENT_QUIT) { running = false; } else if (event.type == SDL_EVENT_KEY_DOWN) { if (event.key.key == SDLK_ESCAPE) { running = false; } } } // Bounce off edges (with radius adjustment) if

// Render SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // black background SDL_RenderClear(renderer); // Draw a filled circle (using SDL_RenderFillRect would be simpler, but we approximate) // For a real circle, we'd use a texture, but SDL3's renderer still lacks native circle. // Let's draw a simple rectangle to keep the example focused. SDL_FRect ball_rect = { ball_x - BALL_RADIUS, ball_y - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2 }; SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); // blue SDL_RenderFillRect(renderer, &ball_rect); // In SDL3, we call SDL_RenderPresent (same as SDL2) SDL_RenderPresent(renderer); // Frame rate control (optional: ~60 FPS) SDL_Delay(16); } SDL_FRect ball_rect = { ball_x - BALL_RADIUS, ball_y