RE: [dev] [Graphic Engine] Graphic Engine (GOA) Well Compiled on x86_64 |
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Thanks, Alex, just a quick question.. can this be done on mac osx ?
Please reply to
danwgrace@xxxxxxxxx
Regards,
Daniel
From: CABROL PERALES Alexandre <alexandre.cabrolperales@xxxxxxxxxxx>
Reply-To: dev@xxxxxxxxxxxxxx
To: dev@xxxxxxxxxxxxxx
Subject: [dev] [Graphic Engine] Graphic Engine (GOA) Well Compiled on
x86_64
Date: Tue, 03 Apr 2007 02:47:59 +0200
I'just compiled graphic engine on AMD64/Gentoo.
I commited it in game_engine branch (i work on).
Then i merged it in softwares/trunk.
Needed for compilation:
Linux + Eclipse IDE + CDT + Subclipse + Opengl Acceleration
dev-games/ogre sdl cegui cg devil -double-precision -examples -openexr
threads
dev-games/cegui opengl devil -doc -examples xerces-c
You can chanckout directly trunk and compile it by right click on
project -> build.
Please create a branch like game_engine if you start to work on.
For explanation on how create a branch from a softwares/trunk read
svnbook chapter "Branching and Merging" and look at Subclipse.tigris.org
Manual.
Before start to work you have to branch from softwares/trunk to
softwares/branches/graphic_engine
This action start copmile-all from ant-script which compile 3 empty
Application:
- Server.bin
- World.bin
- Client.bin
Client.bin include GOA and compile it.
I let you look project structure.
(Mysticbit, i'll create your account in next days).
Good work and have fun.
First goal about Graphic Engine for the moment is:
- translate source code comments in english
- make an argouml diagram of existing structure.
Regards,
--
Alexandre Cabrol Perales
--
President of
Wizzart
Open-Source Game-Development Association
web site: http://wizzart.org
<< alexandre.cabrolperales.vcf >>
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