SDL vs SFML

In this article SDL vs SFML, I will try to expose the advantages and disadvantages of each API from a game developer point of view.

SDL vs SFML

Pros

  • Nintendo Switch support, could be ported to other game console.
  • directX context support
  • Vulkan support
  • Low level library
  • Lots of extension libraries to load fonts, images , musics, have network and shapes.

Cons

  • Barebone without extension libraries
  • No sprite batching, need to use SDL_gpu to support it
  • Dependencies complexity
  • No support for texture compression
  • No GUI extension, but you can use GUI libraries that use an OpenGL context.

SFML vs SDL

Pros

  • High level library
  • Syntax is less verbose
  • Font, images, musics, network, shapes handling integrated with the main library.

Cons

  • Vulkan support experimental
  • No directX support
  • Limited sprite batching with vertex arrays
  • No support for texture compression

In my opinion, I think SFML is easier and faster to use for prototyping because you don’t have to download and configure seven extensions libraries (SDL_image, SDL_mixer, SDL_ttf, SDL_gfx, SDL_gpu, SDL_net, SDL_rtf).

But if you want to ship a game, and you already know exactly what you need and what platform you want to support, SDL is a better fit in my opinion.

In each case, you will need to add other libraries for :

  • play videos (TheoraPlay for SDL and sfeMovie for SFML)
  • Have a GUI
  • Sprite batching

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