About static lib and SDL

hey guys, im here just for 3 questions

simple question:
SDL here is SDL or SDL2?

important question:
i’m planning create a game just with data.pak and a binary
static libraries on urho3d normally need others libraries? urho3d is dependent?

for example: when using a SDL2 static library (libSDL2.a | libSDL2main.a) compiled by source code, when compiling, we need link libraries and headers (include?), no just for OpenGL (-lGL) but for… -lm -llibsnd(sdl standard audio) and it make too much work cause if we wanna make just a complete binary, is needed compile other libraries statically by source code too

its possible just compile “one time” urho3d? just linking libs and headers of the static folder?

its possible unit all platform static libraries to make a easy cross-platform game like gradlew of java? using gcc (gnulinux), mingw64(windows), osxcross(macosx) and android-gcc-toolchain(android)

muchas gracias

@edited to 3 questions more detailed question

1: it’s SDL2 - but typically we’ll never need to touch SDL directly when working with Urho.
2: Urho’s static lib embeds a copy of the third-party libs, except for a small handful (GL, GLU, GLEW, and threading support) so you don’t need to mess around linking all the third party stuff. Yes, you just compile it “one time”, typically speaking
3: I’ve only used Urho on Windows and Linux so far, so I can only speak for those two - in this case, we simply run CMAKE on the target platform, and rebuild the Urho lib (and build folder) for each target. I have not attempted to automate the process for multiplatform batched compile, though I have some ideas about how that might be done too.

In regard to .pak files, don’t forget to enable that option when configuring CMAKE - Urho does support file packaging, but it’s disabled by default.


@brojonisbro Also, welcome to the forums! :confetti_ball: :slightly_smiling_face:


Thanks @Modanung! :slight_smile:

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@Leith “3”: And what would your ideas of how to do that?

One concept would be to use scripting to drive VirtualBox, and within each virtual machine, execute a suitable batch file. Another would be to farm the work out to LAN machines of various platform, using a common local SQL server to provide the platform specifics, although that would require a simple crossplatform build tool to be written.

https://www.praim.com/en/virtualbox-scripting-tutorial-2/ seems a more likely route.

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