Help for test x64 build for T3D 3.6 release
by Luis Anton Rebollo · in Torque 3D Professional · 09/14/2014 (1:07 pm) · 9 replies
You can find the currect code for T3Dx64 on Github: github.com/BeamNG/Torque3D/tree/T3D_x64
Would be great if we can finish the port to x64 WIN for T3D 3.6 release.
Things to do:
Review changes. Check the compile log to look for problems. Test that everything works properly. Revise this useful PR for merge github.com/GarageGames/Torque3D/pull/776
Need to use CMake to compile and choose a x64 generator (Tested in VS2013 Win64).
How to use CMake
If you can help review or testing the changes, it would help a lot.
Would be great if we can finish the port to x64 WIN for T3D 3.6 release.
Things to do:
Need to use CMake to compile and choose a x64 generator (Tested in VS2013 Win64).
If you can help review or testing the changes, it would help a lot.
About the author
I'm working on a port of Torque3D to OpenGL and Linux/SteamOS
#3
09/19/2014 (7:15 pm)
I have been messing around with this for a bit now and i haven't noticed any problems.
#4
09/19/2014 (7:29 pm)
I've been using VS2010 for my T3D compiling. Since VS2010 doesn't include 64 bit compilers I wasn't able to compile this. I did a bit of research around adding 64 bit compilers to VS2010, although the suggested install of Win7 SDK failed. Will I just need to go ahead and install a newer version of VS tools to compile this? Also thanks a lot for the CMake walkthrough, it was a big help on another project I was trying to throw together to study!
#5
Other than that, I haven't seen any issue so far on the x64 build.
09/20/2014 (11:48 am)
I am getting a crash after I load a level then exit to the main menu and open the console. It was an issue with defineEngineFunction(makeFullPath) in fileSystemFunctions.cpp. It seems like this file was fixed in a later revision on github and wasn't related to the x64 branch anyway.Other than that, I haven't seen any issue so far on the x64 build.
#6
@James.... Thx
Pull Request for Win x64 ongithub.com/GarageGames/Torque3D/pull/795
09/25/2014 (3:34 pm)
Merged James code for a better/clean handle 64bit pointer on TS bytecode.@James.... Thx
Pull Request for Win x64 ongithub.com/GarageGames/Torque3D/pull/795
#7
Jesse - even testing the 32 bit build would be really helpful, since we need to ensure this new code doesn't break any existing work. Though it does sound like you'll need to update your compiler if you want to take advantage of x64 builds.
09/25/2014 (3:39 pm)
That's fantastic. Any chance we should look into project generator support for this? I don't know how different the MSVC files have to be.Jesse - even testing the 32 bit build would be really helpful, since we need to ensure this new code doesn't break any existing work. Though it does sound like you'll need to update your compiler if you want to take advantage of x64 builds.
#8
09/25/2014 (5:43 pm)
Don't worry, after openGL 2.1 merge, I'm going to be making a branch for BR with x64 support. its next on the TODO list :P (hopefully within a couple weeks) I'll report bugs that I happen to find/correct as well as I go along.
Torque Owner Daniel Buckmaster
T3D Steering Committee
EDIT: no x64 #define needed?
EDIT: getting a ton of warnings about TORQUE_DISABLE_MEMORY_MANAGER being redefined. Like, a warning for every file. Is this warning usually turned off?
EDIT: all appears to be working fine in the Full template (using VS2012). Are there specific issues I should be looking for? Also, I assume that scripts aren't causing problems because I haven't used a 64-bit address in the StringTable yet.