T3D Linux Port
by Bryan Morgan · in Torque 3D Professional · 12/08/2009 (12:13 pm) · 25 replies
Okay, having to jump between windows and linux to do my audio and graphics and then test it out in engine has finally pushed me to get serious about porting T3D to Linux. So far I'm progressing smoothly with cleaning up the existing code and adding in the windowing code, but I'm curious as to what exactly stopped Mac support reaching feature parity with Windows? Is it some issue with the rather messy Mac framework, or is it an issue with using OpenGL? I happen to know that there is nothing in T3D that cannot be done with GLSL and OpenGL, however some of it can get a bit tricky, and for that reason CG should have been the shader language of choice as it is almost identical in syntax to HLSL and works equally well in OpenGL and DirectX. The lack of advanced lighting shaders in OpenGL has been the main reason I've not started my port before this as I was hoping to wait until after Mac support was complete, but that doesn't look like it's likely to happen any time soon.
#22
I am also trying to make dedicated server in torque 3d. I dont know how to make the dedicated server in torque 3d. In tge 1.7.. I am using this command
make -f mk/configure.mk OS=LINUX COMPILER=GCC4 BUILD=RELEASE
but i dont found there is no mk directory in torque 3d. How can i build dedicated server.I want to connect through windows client.
is there any other option in torque 3d.
is torque 3d contains dedicated server options or not.......
is torque 3d can run on linux server with windows client... or not.....
plz answer this questions. I am trying to compile for that.
Thanks in advance
01/25/2010 (2:09 am)
Hi AllI am also trying to make dedicated server in torque 3d. I dont know how to make the dedicated server in torque 3d. In tge 1.7.. I am using this command
make -f mk/configure.mk OS=LINUX COMPILER=GCC4 BUILD=RELEASE
but i dont found there is no mk directory in torque 3d. How can i build dedicated server.I want to connect through windows client.
is there any other option in torque 3d.
is torque 3d contains dedicated server options or not.......
is torque 3d can run on linux server with windows client... or not.....
plz answer this questions. I am trying to compile for that.
Thanks in advance
#23
01/25/2010 (9:49 am)
Right now there is now linux build for T3D regarding client or server. There is some work being done on the server end, but no official announcement of any sort. Pretty much windows/mac only right now.
#24
01/26/2010 (2:47 pm)
From what I understand, there is an official dedicated server in the works, but as for getting the windows client to run under linux, it is possible to do with Wine, however it is a lot of work, and it really only just runs (ie. not very well). I've been working on a linux port, however I've been waiting for the next release since it apparently fixes things important to a linux port, and I've not had a lot of time to look into it since I started the port. If anyone else thinks they can do a linux port, by all means go ahead. I leave for Navy boot camp in just under a month, and then I've got 2 years of training following that, so it won't be hard to get a linux port done before I have a chance to finish.
#25
http://www.torquepowered.com/community/forums/viewthread/111257/1#comment-780997
09/28/2010 (2:54 pm)
Update:http://www.torquepowered.com/community/forums/viewthread/111257/1#comment-780997
Torque Owner Bryan Morgan
Bunker 42 Games
What would really help out a lot would be some UML or at least a listing of what source files belong to T3D and what doesn't, like the contents of "generated."
bank: I'm not really sure why you would be having trouble getting the core to compile as all I had to do was fire up codeblocks in windows, import the vs2008 project, fix up the project so codeblocks could compile T3D using the vc compiler, then switch to using mingw and fix up some code errors, and then go into linux and use the codeblocks project I had created. This doesn't get it running in any useful way, but except for after adding the gl folder to the project and blocking any windows specific stuff everything does compile.