Sam Lantinga
Sam Lantinga
They've been handy for various projects, though I agree the lack of error checking is a problem. The write functions were written before SDL_bool, and should probably be switched to...
Or maybe they should return int, for consistency with the rest of the API?
I like it! While we're at it, does it make sense to have a callback based I/O completion port style API?
Callback based I/O is often used for asynchronous asset loading from disk, not just for non-blocking network I/O. It's also the most efficient way to handle network I/O on Linux.
Games are always able to create work threads and do loading I/O on those threads. What are the use cases where this provides meaningful benefit for the application?
Yeah, I believe the event filter allows the application to modify handling for Windows messages as well. I don't mind if we change things, but we need to have that...
The only case I know where async I/O is critical is high performance networking. In that case you'd want to use native interfaces directly. Maybe I'm missing something?
Yeah, for that use case this seems like a good addition to the API.
I'm going to bump this to 3.x.
I'm adding things to the checklist above, feel free to say something if you disagree. @sezero, once everyone has a chance to chime in, feel free to nuke each one...