[xmoto-dev] [Fwd: Re: xmoto]

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Romain Goyet a écrit :
> Hi guys,
>
>  I don't know if you've checked at the wiki yet, but actually there is
> no XCode project. Evrything is built in command line. While this is
> definitely doable, I don't think like it's the best way to go. I'd be
> willing to create an XCode project, but I'd have to talk it over with
> the xMoto team first. Essenstially, the point is the following :
> building using Xcode is "the way to go" on the Mac. For instance, the
> way xMoto is currently built is pretty much awful : just open up the
> xMoto.app folder, and you'll find :
> -> libGL.dylib : 1Mb wasted : OS X obvisouly already have a GL library
> (/Developer/SDKs/MacOSX10.4u.sdk/usr/X11R6/lib/libGL.dylib)
> -> libz : same deal
> -> libX11 : OS X already has one, but I don't even think it's needed.
>
> That's already 5Mb wasted.
>
> Moreoever, the MacOS folder has two binaries, while there should only
> be one.
>
> Yet, on the other hand, building things using XCode would be great, but :
>
>  -> There's a problem with dependencies. For instance OS X doesn't
> ship with libjpeg. What should we do ? The recommended way is to ship
> a statically linked version of libjpeg along with the sources. That's
> what I do on my apps, and it works fine. Yet shipping dependencies
> with your sources might seem awkward. Another solution would be to
> compile libjpeg et al when buidling xmoto. That's what's done for
> fooBillard for example. It wors pretty well, but you get to compile a
> huuuuge bunch of stuff along xMoto.
>
>  -> Creating an xcode project files means supporting it for upcoming
> versions. That's definitely doable, but that's an overhead.
>
> I'd like to get your feelings about all this,
>
> Regards,
>
>  - Romain
>
>
> PS : oh, and, by the way : how is the moto actually supposed to behave
> in the game ? I haven't had time to test the Win or the Linux version,
> but it sounds like the OS X version is buggy. Yet i'm not sure wether
> this is a feature or a bug : when I press left or right (to tilt the
> motorbike), there's a small delay befor the motorbike actually turns.
> Is that normal ?
>
>
> Le 8 avr. 07 à 17:17, Nicolas Adenis-Lamarre a écrit :
>
>> Hi,
>> thanks.
>> There is an other person interested who sent me a mail this morning.
>> He is in copy of this email.
>> What' the xcode project ? All sources are in one tar.gz available on
>> the website.
>> Note that some information are in the wiki (that could help you a lot)
>>
>> Nicolas
>>
>> >>>
>> [16:43] <webustany> hi there
>> [16:44] <webustany> I saw the announce on the xmoto website, I can
>> compile universal binaries for mac
>> [16:44] <webustany> There's already a ppc package, if I can get the
>> xcode project I'll make a intel/ppc binary
>> [16:46] <webustany> I can't stay, if interested mail me : madcat AT
>> mymadcat DOT com :-)
>
Je bascule en français, je pense que nous le comprenons tous :)
En effet je suis pour un basculement vers XCode, par contre je pense
qu'il n'est pas nécessaire de lier statiquement libjpeg dans xmoto, le
mécanisme de framework peut répondre à ce problème. En gros, il suffit
de compiler la libjpeg de façon à ce qu'elle puisse être embarquée dans
un bundle .app, ce qui est faisable. À partir du moment où on a sur un
système les différentes libs nécessaires (libjpeg, SDL et cie) à la
compilation recompiler pour les nouvelles versions devient simple, il
suffit juste de mettre le code source à jour (je crois même que XCode
gère CVS).
Je suis aussi d'accord avec Romain sur le fait que le paquet peut être
"dégraissé", libX11 n'est pas nécessaire (SDL est en natif), libGL non plus.
Pour ce qui est de la cross compilation, à mon avis c'est galère, et ça
n'en vaut pas le coup.

Pour ce qui est du comportement de XMoto sous OS X, je n'ai pas remarqué
de différence avec la version Linux ou Windows. Je joue habituellement
sous Linux, si tu as un Mac Intel ça vient peut être de Rosetta, sur Mac
j'ai testé avec un PPC.

Bonne journée à tous
Adrien BUSTANY



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