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Re: Cross-platform Linux/OS X Development w/ SDL



Hi,

I'd like to thank all of your for your help. I was able to get everything running with my Makefile and for the fun of it, setup everything to work as an xcode project as well (which so far is a pretty cool IDE).

And just to explain, all the other developers in my lab are using Linux so I want the ability to quickly port my project over to that environment and figured Makefiles were my best bet.

Now I can get back to focusing on the fun OpenGL aspect. Oh and if anyone is curious, my project is the of modeling road systems at Catmull-Rom splines. I'm setting it up so you can easily create multilane highways, intersections, hills, banks, autonomous vehicles, etc.

Thanks again,
Achal


On Apr 23, 2005, at 5:58 PM, E. Wing wrote:

You'll notice that you need to provide an SDLmain file instead of
linking to it, and you must link to Cocoa (because SDL is Cocoa based
on OS X). You can find SDLmain.h and SDLmain.m using the Xcode SDL
templates. Start Xcode and start a new "SDL Application" project (or
SDL OpenGL Application). You will notice that it already includes
those two files. If you bypass the SDL template, you must always
remember to copy these files into your project.

There is no sdl-config script for the framework version of SDL. You
can alternatively build SDL using configure/make or grab from Fink
which is an approach some people coming from other Unix platforms feel
more comfortable with. I personally think the framework system is
better, especially when you try running you binaries on another
machine (e.g. testing/deployment). You can easily embed the frameworks
into your application bundle, and do a drag and drop installation,
which is one of the advantages of the Mac operating system in my
opinion.

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 >Re: Cross-platform Linux/OS X Development w/ SDL (From: "E. Wing" <email@hidden>)



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