• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Anyone using the Gnu build tools system?

2 posts in this topic

I know a lot of people are using cmake now, but is anyone using autoconf, automake, libtool etc?

I'm using it, but I really don't understand it as well as I need to make changes in my projects server install process.  (client is Java, so it uses ANT)


You know software is using it if it comes with a



sudo make install

build process.


Share this post

Link to post
Share on other sites

I use the autoconf stuff only for libraries which have no other build solutions.  So while I have some familiarity with the abilities, syntax and how they work I'm far from an expert.  The primary reason I have never dug into them is that they are virtually useless on Windows which is unfortunately still my primary working environment.  Using cygwin, msys etc to supply the tools is just not a very useful option when working in VC for most purposes.  So, when I run into libraries such as those, I usually wrap them with CMake to do the actual build and call the './configure' from CMake on the platforms where it is required.  For instance, GLog is my logging library of choice and on OsX/Linux it uses './configure', so I detect if the 'config.hpp' has been generated on those platforms, if not I call the './configure' to prepare the code but then compile the files through CMake, the reason being that I want the libraries embedded in my code and don't want to have to rely on pre-built versions which may have compiler flag differences and other such problems.


With all that said, if there is a specific problem you are having, ask away.  I'm not very good with those tools but can often muddle through figuring them out.. :)


Share this post

Link to post
Share on other sites

I have setup several GNU-based build systems primary via cygwin.

I don't see much of a need for autoconf or automake anymore. They are legacy tools designed to support a wide range of broken POSIX systems.

I presume targeting IRIX & HP-UX are not priorities for you.


GNU make v4.0 corrects a number of subtle defects in the way make has worked in the past and it can handle complex projects pretty easy now.

I make sub-makefiles to handle stuff I resuse over-and-over.


I have a program.mk that knows how to build the current directory as a program.

I break out the toolchains into their own sub-makefiles. I target embedded stuff so this will need a bit of work for it to make sense for PC toolchains.


This is an excerpt from my program.mk file

PROGRAM=$(strip $(notdir $(CURDIR)))

# Find the source
ifeq ($(SRC_DIRS),)
SRC_DIRS=src $(patsubst %/.,%,$(wilcard src/*/.))

ifeq ($(INC_DIRS),)

CC_SRCS=$(filter-out $(XSRC_LIST),$(foreach SRC_DIR,$(SRC_DIRS), $(wildcard $(SRC_DIR)/*.c)))
AS_SRCS=$(filter-out $(XSRC_LIST),$(foreach SRC_DIR,$(SRC_DIRS), $(wildcard $(SRC_DIR)/*.s)))

CC_OBJS=$(subst src/,obj/,$(patsubst %.c,%.o,$(CC_SRCS)))
AS_OBJS=$(subst src/,obj/,$(patsubst %.s,%.o,$(AS_SRCS)))
OBJ_DIRS=$(sort $(dir $(OBJS)))
DEPS=$(patsubst obj/%.o,dep/%.dep,$(OBJS))
DEP_DIRS=$(subst obj/,dep/,$(OBJ_DIRS))

# Compiler/Toolchain selection
ifeq ($(VENDOR),)
$(warning Vendor is not set, choose from VENDOR={demo, microsoft, gnu}
include ../../sweng/toolchain/demo.mk
include ../../sweng/toolchain/$(VENDOR)-$(ARCH).mk

@rm -rf out obj lst log lnt dep
@printf "Cleaned $(BRED)%s$(NORMAL)/$(BGREEN)%s$(NORMAL) $(OKSTRING)\n" "$(TARGET)" "$(PROGRAM)"

build: prep $(filter clean cleanall,$(MAKECMDGOALS)) @$(MAKE) --no-print-directory $(OUTPUTS) @printf "Built $(BRED)%s$(NORMAL)/$(BGREEN)%s$(NORMAL) $(OKSTRING)\n" "$(TARGET)" "$(PROGRAM)".PHONY: $(PHONY)
.PRECIOUS: $(PRECIOUS)vpath src/%.h $(INC_DIRS) vpath src/%.c $(SRC_DIRS) vpath src/%.s $(SRC_DIRS)

Getting dependencies working well took me a bit


# For some goals it is important that dependencies are not included
# For example, if a .dep has an error in it and a 'make clean' is issued the clean will fail

# If no goal is specified on the command line we default to 'build' so we need to include dependencies if
#  MAKECMDGOALS is blank!
INCDEP = build

# Only include dependency files that exist
ifneq ($(INCDEP),)
$(info Including dependencies)
DEPS_EXISTING = $(foreach DIR,$(DEP_DIRS),$(wildcard $(DIR)*.dep))
ifneq ($(DEPS_EXISTING),)
include $(DEPS_EXISTING)
endif #INCDEP
Edited by Shannon Barber

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0