Cross-compiling with MXE (http://mxe.cc) MXE works for any BSD-compatible system (including Linux). It is a complete package with cross-compiler to Win32 (a MinGW variant) and includes scripts to automatically download and build many 3rd party libraries and tools. 1. See the MXE website for list of required packages and make sure you have them installed. 2. Download MXE and unpack it in the directory, where you want to keep it permanently. During the build, MXE will write that path to many files, so moving that directory can be tricky. 3. `cd' to the MXE root directory. It already contains a universal Makefile for everything. Usage is simply `make [name_of_package]'. It will automatically check for dependencies, etc. The packages will be installed in the MXE directory in usr/. You need to `make gcc' for basic compiler and then some additional libraries. In the end, you should have the following packages installed (this is the final listing of usr/installed/): binutils boost bzip2 check-requirements expat freetype gcc gcc-gmp gcc-mpc gcc-mpfr gettext glew jpeg libiconv libpng libtool mingwrt openal portaudio sdl sdl_image sdl_ttf tiff w32api xz zlib for audio support: openal libsndfile 4. Now `cd' to colobot directory. To cross-compile a CMake project, you have to specify a CMake toolchain file. MXE has such file in MXE's directory: usr/i686-pc-mingw32/share/cmake/mxe-conf.cmake Toolchain file is specified thus: `cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/mxe-conf.cmake .' The new CMake files in colobot should detect that MXE is being used and they will modify flags, paths, etc. You should not run into any problems. 5. `make' should now compile the game with the resulting exe in bin/colobot.exe. The exe is linked against all libraries *statically*, so there are no dependencies on external dlls. However, the resulting binary will be huge with all these libraries, so you should `strip bin/colobot.exe'.