Cross-platform compatibility
by Andrew · in Torque Game Engine · 06/23/2005 (2:21 am) · 5 replies
I intend to develop my game fully on GNU/Linux but since everyone else is using Windows, it's vital that the game work well on Windows as well. How do I get this done? Is it just recompilation of the code or must the code be re-written?
#2
There are some problems with the LF/CR and endian issues, but you won't be having the latter from LINUX to Windows.
06/23/2005 (7:23 am)
After compiling the engine in the other platform, you must be sure to recompile the .DSOs. There are some problems with the LF/CR and endian issues, but you won't be having the latter from LINUX to Windows.
#3
06/23/2005 (5:05 pm)
Okay. That's a relief=)
#4
06/23/2005 (6:12 pm)
Write a VCProj to makefile exporter.
#5
06/23/2005 (7:09 pm)
I was able to compile the source code as is on my linux compy (i was actually telnetting to it from my windows shell and compiling it x.x) and it worked fine
Torque 3D Owner Jesse Liles
Visual Studio and GNU make use different project files however, and these
will have to be kept in synchronization if you make any additions to your engine.
(Read: I really hate that part =)
For example, any new source files added to your Visual Studio project must then be manually
added into the applicable Makefile entry in order for it to build the same in both environments.
Aside from this minor inconvenience I haven't had any problems with cross-compiling.