I was haveing an awfull time compiling blender on my new linux os, (built myself), I coudn't use the precompiled binary for some reason "glibc ver dif?" so I had to compile myself, but I kept running into dependancy issues with static open gl libs, libGL.a libGLU.a? something like that anyway. O I was using the make form not Scons. So I was looking though the docs and the nan_definitions.mk file and found this at the bottum
# Don't want to build the gameengine?
ifeq ($(NAN_NO_KETSJI), true)
export NAN_JUST_BLENDERDYNAMIC=true
export NAN_NO_OPENAL=true
endif
so since I didn't want the game engine anyway I put "NAN_NO_KETSJI" at the begining of the source/nan_definitions.mk file and presto no longer needed the static gl libs

recap, to compile blender under linux, dl blender source, unpack, cd to blender/source/, change blender/source/nan_definitions.mk, make. and if all goes well you will have your blender binary in the blender source tree someware, I forget where it was I had to "find /home/sambo/blender -name blender" to find the binary.
I don't mean to crit such an awsome program but the compile docs and prosses are a little rocky

Just out of intrest, any hardcore linux programer/compiler out there? Why coudn't a person just build there program with all the dependancys (exept hardware api's eg, opengl/d3d) like the glibc deps and static mesa gl libs staticaly linked to a lib thats included with the binary? I don't know a whole lot about this I just dable in c++ programing.