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Torque3d x64 build patch

by Yuri Dobronravin · in Torque 3D Professional · 08/20/2013 (5:40 am) · 21 replies

Hi guys!

The project I currently work on requires a lot of memory so we decided that switching to 64-bit platform will fix the issue. Inspired by Dusan's post I decided to compile Torque3d on 64 bit platform.

Generally it wasn't that hard to recompile the code. But in a few places pointers were assigned to 32-bit integer values and that resolved in a crashes.

Here's the patch: DOWNLOAD

Just copy over Torque 3d 3.0 version.
It will modify Engine folder and 'Empty' template.
This version will compile for 32 bit version as usual.

All the changes in code are marked with
//.logicking x64

Beside it few files are excluded from x64 build (all *.asm files)

In linker settings DirectX changed to 64 version.
$(DXSDK_DIR)/Lib/x86 to $(DXSDK_DIR)/Lib/x64

So far it works good in Debug and Release mode for me, but more testing might be useful.
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#1
08/20/2013 (6:26 am)
Very cool - thanks for sharing!
#2
08/20/2013 (10:26 pm)
Awesome. Thanks for sharing. That makes the X64 machine I just finished assembling much more useable. :)
#3
08/20/2013 (10:31 pm)
Great stuff! Thanks for sharing.
#4
08/24/2013 (3:12 am)
Great work & thnx for your work!!!

The patch is for master or development branch?

We need a pull request for this.
#5
08/26/2013 (7:23 am)
>The patch is for master or development branch?

Patch is for master branch.

If someone pull the request in GitHub I'll be happy )
Have no idea how to do it myself.
#6
08/26/2013 (9:47 am)
Quote:
>The patch is for master or development branch?

Patch is for master branch.

If someone pull the request in GitHub I'll be happy )
Have no idea how to do it myself.
So long as the patch is for the master branch, a pull request for it will not be accepted. Pull requests are only considered for the development branch.
#7
08/26/2013 (1:40 pm)
@Yuri, I try to do a pull request next week.
#8
09/19/2013 (10:46 am)
Sorry it took so long to inform.

I compiled the patch, and it seems to work properly. But it turned out that there is much more work to do than I thought. I'll try to find some time.

The first thing I have to do is make the Project Generator create files with support for win32 & x64 platform.
#9
09/19/2013 (6:25 pm)
Has this been merged to the official master?
#10
12/24/2013 (5:31 am)
Pull request.
I committed by small steps. See notes.
#11
12/24/2013 (5:39 am)
@dmotion, woah!!! increible work. Thx :D

I need to test this on Linux.
#12
12/24/2013 (5:44 am)
GR8 work!!!
What the *.asm files do anyway?
#13
12/24/2013 (6:00 am)
> What the *.asm files do anyway?
Partially, I replaced their on equivalent intrinsic-functions or added TODO.
ASM-files (specifically math) are excluded. Theoretically, asm good work when switch on LARGEADDRESSES:No in the configure, but if where is a sense in the x64?
#14
12/26/2013 (9:35 am)
The unit-tests are roused. Run (console Torque3D)
unitTest_runTests( "", true )
Maybe anyone looks failed-lines in the console.log and propose a good solution for running tests properly?
#15
01/06/2014 (3:24 am)
Productive New Year, guys!
The commit #559 is not accepted on today. What's wrong, Luis?
#16
01/12/2014 (5:50 am)
@Andrey, Sorry, but I have nothing to do with the committee.

I hope the committee start accepting pull request soon, there are very interesting things to merge.
#17
01/12/2014 (11:30 pm)
Good, Luis. But where the committee?
I work on the project with the Torque3D and some fixes and refinements are waiting to be unleashed (if guys are curious, of course).
#18
01/13/2014 (12:14 am)
There is no committee anymore, you can just hope for David Wyand to add some things in his free time, but he is not working on it officially anymore.
It is up to the community now.
#19
03/02/2014 (10:24 am)
The link is dead.
#20
03/02/2014 (10:48 pm)
Well, it's true. See this link.
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