I recently converted a game, Tribal Trouble (https://github.com/bondolo/tribaltrouble) from GLFW to SDL3. It was mostly a painless refactor though I did have some issues with full screen exclusive modes and desktop full screen but was eventually able to resolve those.

I ended writing a demo for screen mode handling to test and document the fiddly bits.

https://github.com/bondolo/SDL3-Fullscreen-Demo

The game is Java, like Minecraft, the demo is C because I wanted to keep it as simple as possible.

That name is a blast from the past! I remember Tribal Trouble's devs mentioning they chose Java because they wanted to use "weird/unusual" languages for gamedev :-P

Indeed! And the content updates were done using a built-in subversion client! Quite innovative.

Out of curiosity, what was the reason you chose to do this rewrite? Was there some issue with GLFW?

GLFW has had no active maintainers for a couple years and has poor support for Wayland, Windows ARM64 and current MacOS. It is my understanding that the former GLFW maintainers want to just wind it down and not allow any new maintainers even if volunteers were available.

The LWJGL team recommended a couple of months that projects not use GLFW or move to SDL3 when convenient.

There are two projects working on Tribal Trouble, mine which is a pure technology modernization and refactoring of the original game, and a community supported version that is publishing the game for free on Steam. The community version is using my modern port as a base but has done major work to add lots of other features and value add as well as building an active community.