Is your game bigger and more complicated than this one? Then ... have fun ...
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Eh, it all depends on your starting position, I've personally had far worse issues getting something compiled to be runnable across all current Windows versions and possible setups than Linux. Doesn't help that MS's official dev tools require libraries Windows doesn't ship with!
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not anymore. directx, xaudio2, xinput etc are bundled with windows now.
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I don't see a problem there... Every platform has its quirks and you either deal with them or fail. See: msvc runtime versions, macOS packaging and testing with older os versions, linux 'build targeting oldest libraries in use'... No matter the platform, target stable ABIs...
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Part of the picture in this case is rust. It is very easy to depend on all kinds of rust crates and introduce transitional dependencies if you don't pay attention.
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When you try to do something different to the norm, you always end up fighting the system. The Linux convention is to use dynamic dependencies and a package manager. Thus, that’s easy. If you want to go outside that, you’re going to find it hard.
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Hmm. The article is verbose, but the actual solution really isn't that complicated. They do take the commendable step of ensuring they are compatible with older versions of glibc, but in practice you can just build the release code on a slightly older distro.
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Modifying rpath and shipping library dependencies is the more important part. Windows apps must do the same, but probably without having to worry about anything like rpath.
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I think the main thing there is their development platform is Windows, if it were swapped the same challenges occur but backwards.
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This is mostly false and only would be claimed by people who have mostly Linux experience and very little Windows experience. Though as I said, they seem actively to be trying to make Windows worse.
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