[SDL] distributing SDL game
olof.bjarnason at gmail.com
Mon Dec 6 04:42:00 PST 2004
If you publish for Linspire Linux, they will help you doing your
publishing package. In principle, you give them a binary of your game
and tell them what SDL_* libraries it depends on, and they fix/test
the rest. Really comfy..
On Mon, 06 Dec 2004 12:56:33 +0100, Gabriele Greco
<gabriele.greco at darts.it> wrote:
> Sebastian Beschke wrote:
> > Of course, with a commercial game, it might be good to research the ways
> > to install SDL on various distros, and include them in the installing
> > instructions. Even cooler, but also more work, would be to publish
> > various packages in rpm / deb / whatever format native to the various
> > distros, and have them depend on SDL.
> Please note that to support ONLY RedHat you'll need to build almost 7
> different rpm archives (different SDL libraries, libc, libstdc++...) and
> it will not work if you want to use recent SDL features (for instance
> the MMX probe functions of 1.2.7).
> It's a matter of fact that if you don't have hundreds of hours/man to
> spend on this there are only three solutions:
> - build from source (not applicable for closed source/commercial apps)
> - static link (with objects available for relink)
> - LD_LIBRARY_PATH & with local libraries built on an OLD architecture
> (used for instance also by Mozilla products)
> There are still a LOT of Debian woody, RedHat 7, Mandrake 8, etc
> If you plan to make your software usable for a clueless user you should
> make it run "out of the box" also on those systems.
> Otherwise we cannot complain that everyone use Windows...
> > Even many open source games do this.
> They can support the sum of the distributions the project members use,
> not every distribution.
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