Install sdl on ps3
You may not statically link SDL 1. SDL supports most popular flavors of Unix: Linux 2. Do you need to compile SDL yourself? It's possible your distribution's package manager already did it for you!
Debian-based systems including Ubuntu can simply do "sudo apt-get install libsdl Red Hat-based systems including Fedora can simply do "sudo yum install SDL2" to get the library installed system-wide, or "sudo yum install SDL2-devel" to get headers and other build requirements ready for compiling your own SDL programs.
You can change this to a different location with the --prefix option to the configure script. In fact, there are a LOT of good options you can use with configure! Be sure to check out its --help option for details. SDL tries to do the right thing by default, though, so you can usually get away with no options at all.
A good rule of thumb for Linux is the number of cores plus two, so you use all the processing resources possible, and if a process or two is competing for the disk, those two extra jobs might be able to put the otherwise-idle CPU cores to work in the meantime so on a four-core system? Try "make -j6". An experimental! It works on similar principles to the configure script, but you might find that you enjoy it more, if this is the sort of thing you generally enjoy in the first place.
Driving that is left as an exercise for the reader. Once you have the library installed, you can use the sdl2-config program to help you compile your own code:. SDL on Unix should only link against the C runtime glibc. This means it is possible to build an SDL that has support for all sorts of targets built in, and it will examine the system at runtime to decide what should be used for example, if Xlib isn't available, it might try to load Wayland support, etc. In that respect, if you plan to ship the SDL binary that you build, it is to your benefit to make sure your system has development headers for as many targets as possible, regardless of what you plan to personally use, so your final library is as robust as possible.
SteamOS is literally a Linux system, and uses the same binaries you distribute to generic Linux Steam users, so generally speaking, all the other Linux advice applies. The Steam Client will set up the dynamic loader path so that a known-good copy of SDL is available to any program that needs it before launching a game.
Steam provides both SDL 1. Link against SDL as normal, and expect it to be available on the player's system. This allows Valve to make fixes and improvements to their SDL and those fixes to flow on to your game.
In fact, it's not a bad idea to just copy the SDL build out of the Steam Runtime if you plan to ship a Linux game for non-Steam platforms, too, since you know it's definitely built sanely. SDL currently provides Visual Studio project files for Visual Studio or later in various flavors, and the CMake files can often generate project files for other Windows compilers.
As of SDL 2. MingW64 is still supported and despite the name, can also build bit binaries. Note that the Visual Studio builds produce standard Windows. DLLs, which are usable with any compiler that can link to them, and we care about making sure the public SDL headers work with any compiler, but making sure SDL itself builds with some of these compilers has become time-consuming and messy for diminishing returns.
For simple fixes, we will always accept patches, though! This means it's possible to build SDL with almost any Windows compiler and have it work with a program built with any other.
This is probably not the best solution around but at least I got a working supertux 0. Get the source and untar it. Install Fink fink. PS: OpenGL is not enabled in this mode. Didn't work, had compiling errors with that. There are probably ways to have a package that works like 0. If someone can do that, go ahead. Is it jus extremely crowded or something? It has been tested on YDL. General way for configure Additional Library Directories is that, after clicking first icon, click three dots General way for configure Additional Dependencies is that, In File Explorer navigate to folder where.
Type a semicolon ;. In every project you create - even with template - you should copy dll file s from libraries or previous project and paste in the new project. Create an SDL folder on your computer. You'll be downloading and unzipping several files, so it's good to keep them all in a single folder.
Keep it simple—create the folder in the root of your C: or D: drive, e. Unzip the files and move them to your SDL folder. Right-click SDL2-devel Click Extract without changing the folder path. You'll see three folders and several files.
In the same File Explorer window, navigate to the SDL folder you created and double-click it to open it. Right-click a blank area in the folder and select Paste. The files are now moved into the correct folder. Adding Media Support. Install the files necessary for including images in your program. If you'll be using any graphics in your program, you'll want to set up image file support for both X86 bit and X64 bit systems. Click Extract. In File Explorer navigate Move the x64 files to the appropriate folder.
Double-click the lib folder and then the x64 folder. In the same window, navigate to the SDL folder you created e. Double-click the lib and then the x64 folder. Right-click a blank area of the folder and click Paste. Move the x86 files to the appropriate library folder. Double-click the lib folder and then the x86 folder.
Double-click the lib and then the x86 folder. Install the files necessary to support True Type fonts. Like with image support, you'll need to download libraries to support any True Type fonts you want to include in your program. Move the x64 files to the appropriate library folder. Double-click lib and then x Double-click the lib folder Double-click the x64 folder. Right-click a blank area of the folder and select Paste.
Install support for sound files. If you want any sounds in your program, you'll need sound support. The process is just like setting up image and True Type support. Right-click the downloaded file and select Extract All and then Extract. Setting Up a Visual Studio Project. Open Visual Studio You'll find it in your Start menu. Click Create a new project.
It'll appear once Visual Studio launches. Then, click Next to continue. Enter your project name and saving location.
Name the project and choose a location to save it. It's at the bottom-right corner. This opens your empty project. Add your source files to the project.
Change the name if you'd like. If it's not, click … to the right of the field, navigate to the correct folder, and click Select folder. Click Add to open the file in the main editor. Right-click the project and select Properties. You'll do this in the Solution Explorer window. Include the paths to SDL. Here's how: Select All Platforms from the "Platform" menu at the top of the window.
At the top of the "Additional Include Directories" wizard, click the brown folder icon the first icon , and then click Select x64 from the menu and click Yes , if prompted, to save. Now, click Linker, General, Additional Library Directories in the right panel, the down arrow at the end of the field, and select Edit. Click the brown folder icon, the Now select x86 or win32 from the "Platform" menu. Click Yes to save if prompted. Again, click Additional Library Directories in the right panel, the down arrow at the end of the field, and select Edit.
Click the brown folder icon, and then …. Leave the properties window open, though. Add the library files. Here's how: On the Properties window, select x86 or win32 from the "Platform" menu and click Yes if prompted. Expand the Linker menu in the left panel and select Input. Click the Additional Dependencies option in the right panel, the down arrow at the end of the field, and select Edit.
Copy SDl2. Click OK. Switch to the x64 platform using the Platform menu and click Yes if prompted. Click Apply at the bottom.
Don't close the window. Copy the DLLs to the folder in which your program will run. You should still be your project's properties window: Expand the Linker menu in the left panel and select System. Switch to the x86 or Win32 platform. In the right panel, click SubSystem. Click Apply. Switch to the x64 platform. Click Apply and then OK. When you're there, select all of the. When there, right-click a blank location in the folder and select Paste. Copy following code and paste in Source. In Visual Studio main menu switch to x If a black window with the message "SDL initialization succeeded!
Correcting Errors. Fix the error "Cannot open file SDL. Fix the error "cannot open file SDL2. Fix the error "entry point must be defined. Fix the error "file SDL2. Creating a Template from Your Project. Click the Project menu in Visual Studio. Now that you've created a project, it can be helpful to save it as a template that you can use to create new projects with all necessary paths set up and ready to use.
Click Export Template on the menu. This opens the Export Template wizard. Select "Project template" and click Next.
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