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cross-platform-guide

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UpdatedJuly 11, 2026 at 20:46

Use when making native C/C++ software portable across operating systems and targets: isolating all OS/windowing/input/audio calls behind one platform-abstraction interface, ordering a port to a new OS, building to the web via Emscripten/WebAssembly (cooperative main loop, async file/network, GL ES/WebGPU mapping, 32-bit pointers, memory growth), and reading input devices like gamepads. Triggers on scattered platform #ifdefs, function-pointer OS interfaces, porting to Linux/web, emscripten_set_main_loop, ALLOW_MEMORY_GROWTH, WebGL from a Vulkan engine, /dev/input, evdev, gamepad hotplug, even when the user doesn't say 'portable'.

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