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V12 OS Question

by Thomas McCluskey · in Torque Game Engine · 06/02/2001 (12:41 am) · 12 replies

Hey, since there's this talk about the V12 being compiled on a Mac, and the good chance that a Mac-ready version will be released, I have a question about it that a few people might be interested in knowing the answer to:
1) If/when a person licenses a copy of the V12 source, do we have to choose which version of the source we'd like? i.e. Mac, Linux, Microsoft; or would it all be essentially the same source (as I imagine it would be), with certain changes in terms of how to compile and what to add in or throw out for the individual platforms.
Now, I ask this because I was thinking about doing my compiling on my Mac in the first place, using CodeWarrior 6 to create a Windows executable (as I'm pretty sure it can; don't have the program yet). I'd much rather do this and work with multiple platforms than go the Visual C++ route on my old PC.
So, to recap, the question is: Is it just a 'vanilla' version of the source code that's pretty much cross-platform compatible, or do we have to specify our OS when ordering? Of course, this might all still be up in the air, so I can wait.

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  • #1
    06/02/2001 (2:40 am)
    and 2? ;-P
    (i know this is a crap post)
    #2
    06/02/2001 (2:41 am)
    You get it all. There are only a handful of files that are Mac specific everything else compiles on all OS's.

    PC supports CodeWarrior6 and VC++6
    MAC supports CodeWarrior5, we thinking of requiring version 6, version 5 has some very bizarre compile problems.

    --Rick
    #3
    06/02/2001 (5:13 pm)
    While on the subject of OSs, I was just curious which windows OS (98, ME, 2000, NT?) are you guys doing most of the work in and are there any noticable differences in stability between them when running V12.
    #4
    06/02/2001 (7:14 pm)
    I run Win2000. Win2000 is much more stable to develop on. If you GPF while developing on Win95/98/ME its time to reboot ...thats if your machine didn't lock up solid in the first place. :) Win2000 seems to be very forgiving to dev apps that have run astray. Just a fact of life while developing -- best doing some real work rather than waiting for your machine to reboot.

    --Rick
    #5
    06/10/2001 (9:17 pm)
    Just as another reference point:

    I'm using MacOS9 and WinME as primary dev platforms, with a 'single' Codewarrior project file building against both platforms (though, I've yet to try building the Mac under Win, or the Win on the Mac...), using CW 5 rev 3. We seem to have gotten over the hump on CW 5 issues on both platforms, but particular compiler version support is obviously still under discussion.

    -d
    #6
    06/14/2001 (12:15 am)
    how about Linux? You said the code "supports" Visual Studio and CodeWarrior, but what about standard CLI tools like Make/GCC? Any chance the same/similar code will compile both under Windows/VS and Linux?

    -Ben
    #7
    06/15/2001 (12:13 pm)
    I am 100% CLI (Command-Line-Interface) and we provide GNU make makefiles that work with VC++ and CodeWarrior. We also have VC++ project files. Obviously the makefiles will work under Linux. Most of the code should compile fine with gcc, but it has been a while so I am sure there will be a few issues. The ownership of the Linux platform layer code is still unclear (we are not sure if our license includes it or not). Until we resolve the ownership we will not be releasing the Linux platform layer.

    --Rick
    #8
    06/25/2001 (9:42 am)
    One of beta testers,Ryan Parker, is working on a linux port.
    #9
    07/07/2001 (2:07 pm)
    Will we be able to use GNU gcc compilers to compile the V12 engine for windows? This means we would need the makefiles for gcc and gnu make.

    I don't have the money to chunk out the dough to buy Visual Studio or VC++ 6.0...I would rather use Xemacs, gcc, and other gnu tools.
    #10
    07/07/2001 (5:20 pm)
    The main problem with gcc under windows is getting DirectX headers for gcc. Besides that, I think it should compile pretty easily considering it compiles now with gcc under linux.
    #11
    07/07/2001 (7:49 pm)
    I'm not very familiar with DirectX but I searched around a little and it seems a few people have been able to "hack it up" to get some libraries and headers of DirectX for Cygnus GCC for Windows. For example, at pws.prserv.net/thefortins/cyg-directx.html you can find DirectX 6.1 libraries and headers for Cygwin. I'm not exactly sure what version of the DirectX libraries/headers you would need... but that should be a start.

    Ryan J. Parker
    rjp@awingsoftware.com
    #12
    07/07/2001 (10:31 pm)
    The V12 uses DX8 for input and for the OpenGLD3D wrapper.