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I'm not sure how to word this into the current instructions, but gcc/g++ (at least under Linux), SDL's compile flags can be determined using sdl-config --cflags and linker flags can be determined using sdl-config --libs. So, to compile and link you can use g++ *.cpp -o game `sdl-config --cflags --libs` - sik0fewl 15:30, 10 Nov 2004 (EST)

That's true, but I don't think it works under Windows, which is why I didn't include it. If you'd like to add an "Under Linux, you can do it this way..." that would be fine by me! Ryan Clark 17:17, 10 Nov 2004 (EST)

The doc says you should change #include "SDL.h" to "SDL/SDL.h". That's wrong, you must leave "SDL.h" if you want your program to be portable and instead leave configure determine the correct include path.

Good catch. It seems most people don't read that part of the SDL documentation and incorrectly use <SDL/SDL.h> or "SDL/SDL.h" instead of "SDL.h". I changed the the article to state that people should add the SDL include directory to their path. If someone could give step-by-step instructions for adding to the include path for Xcode and KDevelop, that would be nice. - sik0fewl (already typed out my post and not logged in :)

The link to the Dev C++ devpak is porn.

The cmake tutorial seems to be obsolete. Here is a config for CMakeLists.txt that works with KDevelop in Ubuntu 11.10:


set (

set (TARGET kdev-test)

find_package(SDL REQUIRED)
find_package(SDL_image REQUIRED)