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About monkey7461

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  1. I don't really understand, why do game console companies not release development kits of unsupported and outdated consoles?
  2. monkey7461

    undefined reference to `SDL_main'

    It returned the same error.
  3. monkey7461

    undefined reference to `SDL_main'

      Dynamically.     I got "undefined reference to `WinMain@16'"
  4. monkey7461

    undefined reference to `SDL_main'

    It returned the same error as to when I switched -lSDL2 and -lSDL2main       When I try statically linking it, I get  "undefined reference to `WinMain@16'"   When I added "#undef main" after include SDL.h, I get "undefined reference to 'SDL_main'"   I know it's something I'm doing wrong, I'm just not sure what.  I'm sorry this is is being so complicated.
  5. monkey7461

    undefined reference to `SDL_main'

    I just tried compiling SDL 1.2 and it returned the same error
  6. monkey7461

    undefined reference to `SDL_main'

    When I compile it without -lSDL2main it returns the error "undefined reference to `WinMain@16'"   When I swap it, it returns an even longer error message. (including "undefined reference to `SDL_main'")   Didn't I link them correctly? They're on my D: drive.   g++ -c Main.cpp -ID:\SDL2\i686-w64-mingw32\include g++ -o Main.o -LD:\SDL2\i686-w64-mingw32\lib -lmingw32 -lSDL2main -lSDL2
  7. I'm using MinGW/Msys and SDL2. --------------------------------------- These are my console contents.   g++ -c Main.cpp -ID:\SDL2\i686-w64-mingw32\include g++ -o Main.o -LD:\SDL2\i686-w64-mingw32\lib -lmingw32 -lSDL2main -lSDL2   D:\SDL2\i686-w64-mingw32\lib/libSDL2main.a(SDL_windows_main.o): In function `console_main': /Users/slouken/release/SDL/SDL2-2.0.2-source/foo-x86/../src/main/windows/SDL_windows_main.c:140: undefined reference to `SDL_main' collect2.exe: error: ld returned 1 exit status make: *** [Main.exe] Error 1 [Finished in 0.6s]   -------------------------------------- Here is Main.cpp.   #include <SDL2/SDL.h> #include <iostream> int main(int argc, char* argv[]) { const char* test = "Test"; std::cout << test << std::endl; return 0; } This is my first time using SDL2 instead of SDL 1.2.
  8. I was wondering this because I've never experienced this myself.  I was wondering what is the most efficient way to create a cross platform project.  I'm assuming you'd create the project originally on one OS and then build it to the others.  But lets say you have some code that is OS dependent and then you try building it on another OS.  Would it be best to copy the original project and create a new project that was specific for the new OS?
  9. Is SDL supported on game consoles systems? If so, which ones? If not, why not?
  10. Is DirectX Supported on other consoles besides Xbox?
  11. monkey7461

    Publicly Host SDL_net Server

    Ah. Thanks. Its a pain to port forward with my router for some reason though. How would I run the server locally?
  12. I recently learned how to use SDL_net, but I only know how to run the server and client on the same computer.  How could I run it through my LAN? Or the internet? Would I need a dedicated server to run the server program publicly?
  13. then how could I set a sprite that has not yet appeared on the screen? I couldn't set it to the background surface because it won't animate correctly, and I can't set it to the screen surface because it will cut off.
  14. What if I have objects that are past the size of the screen? for example: if I had a rectangle at the x position of 650, but my screen width was only 640
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