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Messages - Svenstaro

Pages: 1 [2] 3 4 ... 15
16
General discussions / New naming convention
« on: January 17, 2012, 04:36:56 am »
I support Laurent's proposed changes for his exact reasoning. I use a lot of Qt and it would make my code feel more consistent.

17
General / Compile SFML for 32 bits
« on: October 26, 2011, 03:34:04 pm »
Ohh just saw that. Oh well.

18
General / Compile SFML for 32 bits
« on: October 26, 2011, 03:24:25 am »
Why don't you just use this: https://aur.archlinux.org/packages.php?ID=49557 ?

19
General / How to link SFML2 statically on Linux
« on: September 23, 2011, 05:20:17 am »
Just copy the shared libraries and use LD_LIBRARY_PATH if you really need to go that route.

20
I would suggest you cross-compile. For an example of how to do that, see here: https://github.com/svenstaro/gamejam/tree/master/GGJ2011

I used mingw to cross-compile and cmake as the build system from a Linux based host.

21
General discussions / Premake
« on: September 12, 2011, 04:38:05 am »
Well you provide those that CMake doesn't provide by itself. Or you could find things the raw way which is also what Premake4 seems to be doing. In that case you don't need FindX files, obviously.

22
General discussions / Premake
« on: September 12, 2011, 04:12:03 am »
Looks like we are splitting hairs and are playing build system golf. Here is mine:

Code: [Select]
cmake_minimum_required(VERSION 2.8)

project(sfml)
file(GLOB sfml_SRC
    src/SFML/Audio/*.cpp
    src/SFML/Window/*.cpp
    src/SFML/Window/Linux/*.cpp
    src/SFML/System/*.cpp
    src/SFML/System/Unix/*.cpp
    src/SFML/Graphics/*.cpp
    src/SFML/Network/*.cpp
    src/SFML/Network/Unix/*.cpp)

set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake/Modules/")

find_package(OpenAL REQUIRED)
find_package(OpenGL REQUIRED)
find_package(Freetype REQUIRED)
find_package(GLEW REQUIRED)
find_package(JPEG REQUIRED)
find_package(X11 REQUIRED)
find_package(ZLIB REQUIRED)
find_package(Sndfile REQUIRED)

include_directories(${OPENAL_INCLUDE_DIR} ${OPENGL_INCLUDE_DIR}
    ${FREETYPE_INCLUDE_DIRS} ${GLEW_INCLUDE_PATH} ${JPEG_INCLUDE_DIR}
    ${X11_INCLUDE_DIR} ${ZLIB_INCLUDE_DIRS} ${SNDFILE_INCLUDE_DIR})

include_directories(src include)

add_library(sfml SHARED ${sfml_SRC})
target_link_libraries(sfml ${OPENAL_LIBRARY} ${OPENGL_LIBRARIES}
    ${FREETYPE_LIBRARIES} ${GLEW_LIBRARY} ${JPEG_LIBRARIES} ${X11_LIBRARIES}
    ${ZLIB_LIBRARIES} ${SNDFILE_LIBRARIES})


Quote
$ wc -l CMakeLists.txt
34 CMakeLists.txt


Anyway, I think this is rather silly. Why don't you spend your resources helping other open-source projects that actually don't have any proper build system? libtcod comes to mind. There are probably many others.

23
General discussions / Premake
« on: September 11, 2011, 09:36:53 pm »
Quote from: "CodeRarity"
Quote from: "Svenstaro"
I feel rather comfortable in CMake and the script language is really the only thing I dislike. It is easy to make a cross-platform project with CMake and it has a lot of Find* scripts to locate things on various systems even when cross-compiling.

Premake might have all that but seriously, CMake works and isn't broken. What is the issue here?


Was the build system in place before CMake broken? Probably not.


It was. It was a bunch of project files and Makefiles all maintained manually and it probably was a PITA for Laurent to maintain. Also the Makefiles didn't allow for using system libs and they were a pain for cross-compiling.

24
General discussions / Premake
« on: September 11, 2011, 01:17:13 pm »
I feel rather comfortable in CMake and the script language is really the only thing I dislike. It is easy to make a cross-platform project with CMake and it has a lot of Find* scripts to locate things on various systems even when cross-compiling.

Premake might have all that but seriously, CMake works and isn't broken. What is the issue here?

25
General / SFML2, cmake and Windows 64 bits
« on: July 06, 2011, 04:36:31 pm »
Here, I keep it and all its deps here in AUR: http://aur.archlinux.org/packages.php?ID=48474

You can thus easily grab it with a single command from your AUR helper. Couldn't be more convenient.

26
General / SFML2, cmake and Windows 64 bits
« on: July 03, 2011, 10:36:16 am »
Why don't you just cross compile your project for Windows from Linux? I do that and I think it is a lot more comfortable. Just use mingw-w64. If you need details on that, just ask.

27
General discussions / Executable error
« on: June 18, 2011, 02:30:18 pm »
I wonder, does MSVC have something like g++'s -static-libgcc -static-libstdc++?

28
SFML projects / Asteroids!
« on: June 17, 2011, 07:42:16 am »
I shall allow you to copy-paste from here: https://github.com/svenstaro/physics-playground

It will get you a long way to your Asteroids clone.

29
SFML projects / Terra Game Engine
« on: June 16, 2011, 03:25:16 am »
Hey, let's join forces! We're developing the Ducttape Engine and we use many of the same tools and standards as you. So far, we seem to have more progress.

If you are at all interested in this, shoot me a message on Github and we'll discuss details. No need to duplicate efforts.

30
General / Problems compiling
« on: June 14, 2011, 02:15:12 am »
Wait, your original post states that you got this error while compiling your game, now you state that you get it by compiling SFML.

Did you rerun cmake on a clean clone?

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