Editing
Portal:Game Development
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== SDL, OpenGL, and graphical games === Perl has also been used for graphical game development through bindings to libraries such as '''SDL''' and '''OpenGL'''. SDL, the Simple DirectMedia Layer, provides cross-platform access to windows, graphics, input, audio, and other multimedia features. Perl SDL bindings allowed Perl programmers to create 2D games, demos, and prototypes while writing most of the application logic in Perl. The best-known Perl graphical game is '''Frozen Bubble''', a puzzle/arcade game inspired by Puzzle Bobble. Frozen Bubble was written in Perl using SDL and became one of the most visible examples of a real graphical game implemented in Perl.<ref>VT Linux and Unix Users Group Wiki, “Frozen Bubble,” https://vtluug.org/wiki/Frozen_Bubble, accessed July 3, 2026.</ref> Debian describes Frozen-Bubble as a game in which players shoot bubbles into groups of the same color in order to clear them from the screen.<ref>Debian Packages, “Package: frozen-bubble,” https://packages.debian.org/stable/games/frozen-bubble, accessed July 3, 2026.</ref> Frozen Bubble matters historically because it proved that Perl could do more than scripts, reports, and web forms. It showed that Perl could support a polished, graphical, entertaining application with sound, graphics, levels, and gameplay. Perl.com also published a series titled “Building a 3D Engine in Perl,” which used Perl, SDL, and OpenGL to explore 3D graphics and engine structure. The series covered subjects such as SDL windows, OpenGL rendering, lighting, camera viewpoint, and 3D engine design.<ref>Perl.com, “Perl Game Programming,” https://www.perl.com/tags/perl-game-programming/, accessed July 3, 2026.</ref> These efforts show that Perl has had real graphical-game capability, especially for experimentation and learning. However, they also reveal one of Perl’s limitations: keeping multimedia bindings current is hard. Game development depends on fast-changing native libraries, platform-specific behavior, graphics drivers, packaging, and real-time performance. Perl can use these systems, but it depends on maintained bindings and a developer community willing to keep them working.
Summary:
Please note that all contributions to Perl Guilds - Getting Medieval with Perl may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Perl Guilds - Getting Medieval with Perl:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Tools
What links here
Related changes
Page information