GabrielM said:
i just noticed that you are able to MAKE a engineXYZ.a file, which one should copy in lib/Linux to make the binaries work, what about that solution?
.a files are static linkage files. Those would be combined with the executable binary at compile time to make a single binary. Not overly a bad idea, but you wouldn't want to do that with things like SDL, etc. as you'll negate what we're providing on the firmware.
Cross-platform libraries aren't cross-platform in the sense of binary cross-platformness unless you're talking .NET or Java. If your game isn't in an interpreted language or a JIT'ed bytecoded language, you're going to have to compile a version for each system architechture (i.e. Windows, MacOS, x86 Linux, Pandora/Beagleboard, etc...) you want to make a version of the game available for.
Interpreted languages (i.e. Python, Ruby, etc...) are good for something like Frozen Bubble, but start declining in usefulness as you get more complex with the game.
Java/.NET answers will get you further (See Tribal Trouble from Oddlabs for an example of this...), but we've not gotten a JDK or Mono gelled on the platform yet and it still won't bring you something like Q3:A with the system we're running under.
Unless you're doing a Python/Ruby/etc game or app, you're very probably going to need to make separate versions at this time.