Using SDL AGA is not going to be much slower than just coding it without the SDL
[youtube]KFtTNsPJ7Zs[/youtube]
Descent Rebirth AGA is not optimized on the game side yet so it will get quicker then this (I hope). My SDL is already as optimized as I can get it (and doesn't need ixemul.lib to link either!).
I've managed to get threaded sound working now, I didn't really want to go down that route as interrupt based sound is a bit quicker but it will do. You can always roll your own interrupt based code if you need to and just choose not to enable it in the SDL library (which means the library won't create any threads).
Timers have been disabled, I got them working fine but didn't really like the way it was coded as it would slow things down too much. Most ports don't need Timers anyway so it's not a big deal.
After I've got it working properly with Descent Rebirth, I'll test it out with another couple of SDL ports to make sure it's working ok before I release it to AmiNet along with some example applications.
Please note that as I've mention many times before, this will not be a full AGA implementation of the SDL, it's just a hack to help games to be ported to AGA.