# 01. Introduction libakgl is a C library for building 2D games on SDL3. This is version **0.8.0**. It ships 195 functions declared across the twenty-three public headers in `include/akgl/`, plus `akgl_version()` from the generated `version.h` — 196 exported `akgl_` symbols in `libakgl.so.0.8`. **0.8.0 is an ABI break.** The `collide` slot on `akgl_PhysicsBackend` changed signature, four public structs grew, and `akgl_physics_arcade_collide` stopped raising `AKERR_API`. Collision is the reason; it is [Chapter 15](15-collision.md). It gives you object pools instead of `malloc`, name-based registries instead of pointer plumbing, a per-frame tick that updates and draws every live actor, JSON asset formats for sprites and characters, a Tiled map loader, arcade physics, a controller/keyboard input layer, text, and a three-voice tone synthesizer. ## What it refuses to be **It is not an engine.** There is no editor, no scene graph, no scripting layer, no asset pipeline that runs before the compiler, and no runtime that owns your `main`. You write a C program; libakgl is a library it calls. The refusals are specific, and each one is a design decision documented in [Chapter 2](02-design-philosophy.md): | Not here | Instead | |---|---| | Inheritance, RTTI, dynamic dispatch on a type tag | A record of function pointers you populate — `akgl_RenderBackend`, `akgl_PhysicsBackend`, `akgl_Partitioner` | | Runtime `malloc` | Eight statically sized pools with reference counts, plus a static arena for the narrowphase; `AKGL_ERR_HEAP` when a pool is full | | An editor or a project format | Tiled TMJ maps and hand-writable JSON for sprites and characters | | A scripting layer | C. Behaviour attaches as function pointers on `akgl_Actor` | | Two worlds at once | Four swappable globals: `akgl_renderer`, `akgl_physics`, `akgl_camera`, `akgl_gamemap` | | Collision you cannot switch off | A `collision` pointer on the backend. `NULL` is byte-identical to a build before collision existed | The library also does not own your window. `akgl_render_2d_init` creates one for you, and `akgl_render_2d_bind` is the same job with that half removed, for a host that already has an `SDL_Renderer` — see [Chapter 8](08-rendering.md). ## What a frame costs `PERFORMANCE.md` measures a 640x480 game with a full screen of 16-pixel tiles and 64 actors, software-rasterized. At 60 fps a frame is 16.67 ms: | Part of the frame | Cost | Share of 16.67 ms | |---|---:|---:| | Logic: 64 actor updates + one physics sweep | 0.006 ms | 0.03% | | Collision over 64 actors, all-pairs, as a control | 0.012 ms | 0.07% | | Clear + present | 0.023 ms | 0.1% | | 64 actor renders (48x48 blits) | 0.191 ms | 1.1% | | 1200 tile blits | 16.26 ms | 97.6% | | Six lines of HUD text | 0.076 ms | 0.5% | **libakgl's own per-tile overhead is about 0.03 ms per frame, under 0.2%.** That number is the gap between `akgl_tilemap_draw` at 16.26 ms and a raw `SDL_RenderTexture` loop issuing the same 1200 blits from the same scattered source tiles at 16.23 ms. It covers the bounds arithmetic, the tileset scan, the offset-table lookup, the backend indirection and the error macros. It does not cover the pixels, and the pixels are the frame. It does not tell you what libakgl costs on a GPU backend, where the blits get cheap and libakgl's share of a much shorter frame rises — `PERFORMANCE.md` says so explicitly and is the reason the per-operation numbers there matter more than these totals. And it is one laptop, one build type, one afternoon: treat the absolute numbers as that machine's and the ratios as the library's. ## What is not implemented Named here rather than discovered later. Each gets a callout in the chapter where you would hit it, and an entry in `TODO.md`. | Gap | Behaviour today | Chapter | |---|---|---| | Terminal velocity | Gravity accumulates into `ey` unbounded. `physics.drag.y` is the only brake | [14](14-physics.md) | | Friction / deceleration | Releasing a direction zeroes thrust and stops the actor dead. Right for Zelda, wrong for Mario | [14](14-physics.md) | | Savegames | `akgl_game_save` writes the name tables but not the objects, so a file is not yet enough to restore a session | [07](07-the-game-and-the-frame.md) | | Rotation | No actor carries an angle, and every collision shape is axis-aligned | [15](15-collision.md) | | Continuous collision | Sub-stepping is capped, so something moving faster than about 1280 px/s on 16-pixel tiles can still pass through a wall | [15](15-collision.md) | | Mesh drawing | `akgl_render_2d_draw_mesh` raises `AKERR_API`; the hook is reserved for a 3D backend | [08](08-rendering.md) | | A text cache | Every `akgl_text_rendertextat` rasterizes, uploads, blits and destroys | [16](17-text-and-fonts.md) | ## Who owns which documentation **This manual documents libakgl. It does not re-document its dependencies.** Every project below is documented by the people who own its code, and a paraphrase here would be wrong the day one of them changes without anything in this repository noticing. So each chapter answers two questions — what does libakgl add or constrain here, and what does a libakgl caller actually write — and links out for the rest. | Topic | Owned by | What this manual owes you | |---|---|---| | `ATTEMPT`/`CLEANUP`/`PROCESS`/`HANDLE`/`FINISH`, `PASS`, `CATCH`, `IGNORE` | libakerror (`deps/libakerror`) | Which statuses libakgl raises and what they mean here — [Chapter 4](04-errors.md) | | `aksl_strncpy`, `aksl_fclose`, `aksl_fgetc`, `aksl_snprintf` | libakstdlib (`deps/libakstdlib`) | Which ones libakgl requires you to use, and why | | `SDL_Renderer`, `SDL_Texture`, events, `SDL_PropertiesID` | [SDL3](https://wiki.libsdl.org/SDL3/) | The backend vtable, the frame contract, what libakgl does to the renderer's state | | Image decoding | [SDL3_image](https://wiki.libsdl.org/SDL3_image/) | Which formats reach a spritesheet, and when they are decoded | | Audio decoding, `MIX_Audio`, mixers and tracks | [SDL3_mixer](https://wiki.libsdl.org/SDL3_mixer/) | `akgl_load_start_bgm` and the track table — [Chapter 18](18-audio.md) | | TTF rasterizing and metrics | [SDL3_ttf](https://wiki.libsdl.org/SDL3_ttf/) | The font registry, the teardown ordering trap, the per-call cost — [Chapter 17](17-text-and-fonts.md) | | `json_t`, `json_decref`, the parser | [jansson](https://jansson.readthedocs.io/) | `akgl_get_json_*` status semantics and the borrowed-reference rule — [Chapter 19](19-utilities.md) | | The TMJ map format, layers, tilesets, custom properties | [Tiled](https://doc.mapeditor.org/en/stable/reference/json-map-format/) | libakgl's extensions and limits — [Chapter 13](13-tilemaps.md) | The three-voice synthesizer in [Chapter 18](18-audio.md) is the one audio subsystem that is libakgl's own, and it is documented here in full. It has nothing to do with SDL3_mixer. ## Where the per-function reference lives This manual is narrative. It teaches a task and links to the generated Doxygen for signatures, parameters and per-function `@throws` lists: ```sh norun doxygen Doxyfile ``` Every header already carries a substantial `@file` block explaining its subsystem's design rationale, and `Doxyfile` sets `WARN_IF_UNDOCUMENTED = YES` with `WARN_AS_ERROR = FAIL_ON_WARNINGS`, so an undocumented symbol fails CI. The gap these chapters fill is navigation and worked examples, not reference text. **They deliberately do not restate the 156 signatures** — a hand-copied signature table is exactly the artifact that drifts, and it would compete with a reference that CI already keeps honest. Where a chapter genuinely needs a declaration or a constant table in front of you, it uses an `excerpt=` block whose contents are checked against the header on every test run. The text you read *is* the header. ## Reading order [Chapter 4](04-errors.md) comes before every subsystem chapter, because 183 of those 195 functions return `akerr_ErrorContext AKERR_NOIGNORE *` and you cannot read a single example until you can read that return value. The dozen that do not are the `void` SDL enumeration callbacks and the collision arena's accessors. After that, [Chapter 3](03-getting-started.md) gets a window on the screen, and the subsystem chapters can be read in any order. If you would rather start by building something, the two tutorials — [Chapter 20](20-tutorial-sidescroller.md) and [Chapter 21](21-tutorial-jrpg.md) — are complete programs under `examples/`, built by default and smoke-run in CI.