How to make my SDL game run on another computer
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1
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I have made a small game on my mac using SDL and aim to make it run on my friend's mac who does not have SDL installed.
In the files I have included libSDL2.a
and libSDL2_image.a
, but do I need to also include everything they depend on? Using sdl2-config --static-libs output
it appears the list of their dependancies is quite long, and I'm not even sure where they all exist on my computer.
I don't want to have to install SDL onto her computer before I compile the game on it, I want the program to be stand-alone, without having to install anything on it anyone beforehand. Can anyone offer any advice?
c++ dependencies sdl sdl-2 portability
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up vote
1
down vote
favorite
I have made a small game on my mac using SDL and aim to make it run on my friend's mac who does not have SDL installed.
In the files I have included libSDL2.a
and libSDL2_image.a
, but do I need to also include everything they depend on? Using sdl2-config --static-libs output
it appears the list of their dependancies is quite long, and I'm not even sure where they all exist on my computer.
I don't want to have to install SDL onto her computer before I compile the game on it, I want the program to be stand-alone, without having to install anything on it anyone beforehand. Can anyone offer any advice?
c++ dependencies sdl sdl-2 portability
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
I have made a small game on my mac using SDL and aim to make it run on my friend's mac who does not have SDL installed.
In the files I have included libSDL2.a
and libSDL2_image.a
, but do I need to also include everything they depend on? Using sdl2-config --static-libs output
it appears the list of their dependancies is quite long, and I'm not even sure where they all exist on my computer.
I don't want to have to install SDL onto her computer before I compile the game on it, I want the program to be stand-alone, without having to install anything on it anyone beforehand. Can anyone offer any advice?
c++ dependencies sdl sdl-2 portability
I have made a small game on my mac using SDL and aim to make it run on my friend's mac who does not have SDL installed.
In the files I have included libSDL2.a
and libSDL2_image.a
, but do I need to also include everything they depend on? Using sdl2-config --static-libs output
it appears the list of their dependancies is quite long, and I'm not even sure where they all exist on my computer.
I don't want to have to install SDL onto her computer before I compile the game on it, I want the program to be stand-alone, without having to install anything on it anyone beforehand. Can anyone offer any advice?
c++ dependencies sdl sdl-2 portability
c++ dependencies sdl sdl-2 portability
edited 5 hours ago
genpfault
41.3k95097
41.3k95097
asked Nov 19 at 14:53
Andrew
266
266
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1 Answer
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0
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You should only have to give your friend any files that your program requires to run. In other words, if your program only requires that you have a file like "SDL2.dll" or something similar, these files just need to be in the same folder as whatever exe file you have. (This is based on my experience in Visual Studio, if this isn't the case for your engine please let me know which engine you are using and I will try to assist you further).
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
0
down vote
You should only have to give your friend any files that your program requires to run. In other words, if your program only requires that you have a file like "SDL2.dll" or something similar, these files just need to be in the same folder as whatever exe file you have. (This is based on my experience in Visual Studio, if this isn't the case for your engine please let me know which engine you are using and I will try to assist you further).
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
add a comment |
up vote
0
down vote
You should only have to give your friend any files that your program requires to run. In other words, if your program only requires that you have a file like "SDL2.dll" or something similar, these files just need to be in the same folder as whatever exe file you have. (This is based on my experience in Visual Studio, if this isn't the case for your engine please let me know which engine you are using and I will try to assist you further).
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
add a comment |
up vote
0
down vote
up vote
0
down vote
You should only have to give your friend any files that your program requires to run. In other words, if your program only requires that you have a file like "SDL2.dll" or something similar, these files just need to be in the same folder as whatever exe file you have. (This is based on my experience in Visual Studio, if this isn't the case for your engine please let me know which engine you are using and I will try to assist you further).
You should only have to give your friend any files that your program requires to run. In other words, if your program only requires that you have a file like "SDL2.dll" or something similar, these files just need to be in the same folder as whatever exe file you have. (This is based on my experience in Visual Studio, if this isn't the case for your engine please let me know which engine you are using and I will try to assist you further).
answered 7 hours ago
CodyFG
13
13
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
add a comment |
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
OP is linking SDL statically, there's no dylib involved (which is macOS dll) so all the functions are already linked with the final executable.
– Jack
7 hours ago
add a comment |
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