SDL HiDPI Support on Windows

SDL 2 includes support for high DPI displays and it works on macOS, but on Windows a bit of extra work is needed. In my case I just don’t want my game to be scaled by the OS, which causes blur, and that’s what I’ll explain how to do. You can get the same behaviour by right clicking any EXE, clicking Properties then the Compatibility tab and checking “Override high DPI scaling behaviour”, but you probably don’t want your users to go to the trouble.

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Practical Benchmarks of Raspberry Pi 1, 2 and 3

Here are a few benchmarks loosely related to one of my Raspberry Pi games, Crystal Picnic. To begin, all Pis were updated fully and for compilation, gpu_mem in /boot/config.txt was set to 8 MB, and while running the game it was set to 128 MB. The Pi 2 and 3 shared the same SD card/installation while the Pi 1 had a separate one because I couldn’t get it to run the same one as the others. All builds were release builds. Allegro was compiled without jpeg, flac, opensl, dumb, ogg, physfs and gtk and the documentation, examples, demos and tests were not built (i.e., only the features needed for Crystal Picnic were built.) On Pi 1, the command being timed was ‘make’ while on 2 and 3 it was ‘make -j4’ except where noted that only a single core was used. In all cases the gcc version was 4.9.2 and Kernel version was 4.9.24.

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