Game Development Community

TGB 1.7.4 on linux

by Alexis Paris · in Technical Issues · 11/13/2008 (2:42 pm) · 13 replies

Has anybody ever try to compile TGB 1.7.4 on linux?

#1
01/10/2009 (9:09 pm)
I'm not try to compile on linux but try to run the game on linux+wine. Try to $pref::Video::displayDevice = "OpenGL"; or = "D3D"; not work both, the video system was crashed, my ubuntu screen freeze. The error message form terminal about can't init screen or some error about ipixel , I'll check the error message detail & back to post again.

or somebady can run the games are made by TGB on linux, please share your ways.

thanks, everyone.
#2
02/23/2009 (4:24 am)
I have been playing with the TGB c++ code to compile it on Linux. I did compiled it, but in order to make it useful I have to implement a group of functions ... I just need time that I do not have now.
#3
02/23/2009 (6:41 am)
I believe part of the problem with working with TGB on linux came down to native menu GUI's. Or at least that's one of the things that I've heard brought up the most.
#4
02/23/2009 (1:31 pm)
Well, I will review what I did some time ago and I will try to figure out whats needs to be done to have a working TGB version on Linux. If anyone has more information you are welcome !!!
#5
03/06/2009 (2:06 am)
Hi Alexis.
What is the advance of your port?? (it's interest me a lot :) )
#6
03/19/2009 (12:00 am)
The work is slow but, I am working on it.
#7
07/07/2009 (7:08 am)
Hello there !!! I am now trying to add the Native GUI stuff with GTK. I am trying to get something functional but eventually it will be better to re-write the Linux native code. The problem is that now it has a mix of SDL and X and is kind of messy.

Any way lets see what happens !!
#8
07/07/2009 (7:16 am)
Great!!! i'm really looking forward!!


And because i'm never completely satisfied : And Linux version of T3D and Webbrowser game launcher??? :D :D


In earnest, i'm very happy by your news. (but why GTK and not QT??? -it's a relly cross-plateform libs, with already low access to openGL/X11 or directX for windows. and many many other things)
#9
07/14/2009 (2:08 am)
As far as the game engine is concerned, I don't foresee many problems. We had 1.5.1 largely building under linux and it seemed to be running fine.
The problem is with the game creation tools that are part of TGB. If you're ok with having to build your game on Win or Mac, and distribute it under Win, Mac an Linux, then there shouldn't be any major rewrite needed.
#10
07/14/2009 (2:26 am)
Qt is a full application framework, and is probably not a good fit for a Linux port of a game engine. Also, its binary size is about 50MB in the current edition, unless you build dynamic versions for all popular distros.

Gtk+ is just a GUI toolkit, with some low-level system stuff for convenience in the required Glib.

If you were to base TGB on a full framework, a better choice would be wxWidgets, due to the more liberal licence.
#11
08/05/2009 (9:52 am)
Ronny > i'm not very ok with you description of Qt. Qt is very modular, so the size is only with you want to use. Dynamic versions of popular distro is already present is this distro (KDE build with Qt is available on all distro) so it's not a problem. And wxWidget is very very poor in comparaison.
#12
08/05/2009 (11:28 am)
It's still a rather extensive framework, so you can't download a tiny runtime library. Linux users who don't use KDE and don't want Qt at all on their systems might not like downloading it. A game should be relatively desktop neutral (the Linux hippies are like that ;).

(I use KDE myself.)

TGB might be better off not relying on anything more complicated than zlib-based libraries, either. Something more custom to get the window+input up and running would be necessary (or cannibalise SFML?). Nothing larger than SDL would be ideal (except purely GL-targetted, no software canvas).

If an LGPL library is added to TGB, then it's another licence to learn about for GG's customers.
#13
08/06/2009 (5:23 am)
Well, I think QT will also be fine for the task but I want to learn more about GTK and gtkglext so I am working with those two. Until non I have created an "Almost Empty Core", I removed all SDL and X code, all the mutex, semaphore, and thread is base from the mac source code also I added a small GTK/gtkglext demo to the main and now I am writing a simpler makefile. After that my plan is to start filling the code using as example the windows and mac source code but implementing in GTK. I do not know if it is going to work but I'll try anyway.