Allegro is an open source, C++ based game framework handling low level tasks such as window creation, input, data loading, drawing images, playing sound and other common 2D game tasks (much like SDL or SFML). It runs on Mac, Windows, Linux, iPhone and Android devices. Allegro is a library that has been around for years, in fact it started life on the Atari ST computers. Allegro actually stands for Atari Low Level Game Routines. It’s an accessible and easy to use framework and one that has a special place in my heart. The developers at Allegro just released a new version, 5.2.2.
Details of the new release:
Don't accumulate time in the timer while it is stopped.
Use dynamic OpenGL ES checks, so binaries produced on newer platforms don't crash on older ones.
Destabilize the OpenGL extensions API (BREAKING CHANGE!).
Raspberry Pi port:
Fix buffer overrun and memory leak in the clipboard support.
Add WANT_GLES3 to disable some of the newer features on platforms where they aren't supported.
Fix build in Android versions below 3.1.
Fix a crash when activity is destroyed/paused.
Allow building for android mips, arm64 and mips64.
al_android_get_activity utility functions.
Update manifest files for newer Android versions.
- Handle keyboard input properly when Ctrl is pressed (Tobias Scheuer).
- Define a fallback PATH_MAX (Andreas Rönnquist).
Clear window to black when going in/out of fullscreen.
Fix window centering when going out of FULLSCREEN_WINDOW mode.
Fix OSX 10.12 build.
Allow 32 bit builds on OSX (MarcusCalhoun-Lopez).
- Add support Python 3 (Gabriel Queiroz).