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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsSetting up SFML 2.0 for OS X, Linux and Windows (MinGW)
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Author Topic: Setting up SFML 2.0 for OS X, Linux and Windows (MinGW)  (Read 2051 times)
oahda
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« on: April 24, 2013, 11:16:05 AM »

Having battled many hours with getting SFML 2.0 to work properly, in time for the upcoming Ludum Dare #26, for OS X, Linux and Windows (cross-compiling from Linux using MinGW) alike, with Xcode and Code::Blocks, I decided to share my acquired wisdom with the world. This is by no means a step by step tutorial on how to set it all up, but a testimony of the problems I faced trying to set this up and how I solved them, in case anybody else wants a similar setup and is bumping into similar problems. That poor soul shouldn't have to waste all those hours that I lost.

http://www.ludumdare.com/compo/2013/04/24/holy-trinity-of-sfml-2-0-how-to-set-up/

Cheers! Coffee
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oahda
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« Reply #1 on: April 25, 2013, 05:27:25 AM »

I now also posted a short code example of a rectangle collision system I did with SFML 2.0.

http://www.ludumdare.com/compo/2013/04/25/rectangle-collision-sfml-2-0/
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oahda
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« Reply #2 on: April 25, 2013, 04:00:05 PM »

And now I posted about my free, simple, little 2D platformer engine not only for these three operating systems using C++ with SFML 2.0, but also JavaScript with HTML5 Canvas!

http://www.ludumdare.com/compo/2013/04/25/simple-2d-platformer-engine-sfml2html5/

I have previously made a TIG thread for the C++ version:

http://forums.tigsource.com/index.php?topic=27015.0
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