CodeLikeCXK
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Posts posted by CodeLikeCXK
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22 hours ago, greebo said:
DarkRadiant's main codebase is not relying on any intrinsics as far as I can recall right now, it's generally kept very close to the C++ standard for portability reasons. Third-party libraries like Eigen might use platform-specific stuff, but I assume they are portable as well.
It all comes down to whether the third-party dependencies provide a port to the platform, these are some of them:
- freetype - https://download.savannah.gnu.org/releases/freetype/
- FTGL - https://github.com/frankheckenbach/ftgl
- GLEW - https://github.com/nigels-com/glew
- libeigen - https://gitlab.com/libeigen/eigen
- libgit2 - https://github.com/libgit2/libgit2
- libjpeg - https://sourceforge.net/projects/libjpeg/
- libpng - http://www.libpng.org
- libsigc++ - https://github.com/libsigcplusplus/libsigcplusplus
- libvorbis - https://github.com/xiph/vorbis/
- libxml2 - http://xmlsoft.org/
- libzlib - https://zlib.net/
- Python - https://www.python.org
- win_iconv - https://github.com/win-iconv/win-iconv
- wxWidgets - https://wxwidgets.org
A problem might be the openGL version that is supported on your target platform. There could be some openGL API calls in DarkRadiant that may cause troubles.
I see, so if I could find windows arm64 version for them, how should I configure the compilation for it?
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15 hours ago, LDAsh said:
DarkRadiant.apk???
I'd love to see that, but I fear the biggest issue is going to be UX, and require a much cleverness. I'm sure this community will give a lot of feedback about that, if that's the idea.
Still exe, but for windows ARM64, Not andriod.
dmg for Apple M1 would nice also
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I am considering porting DarkRadiant to windows arm systems. Currently I am not sure how much does the editor relies on sse instrincs, and how many third party libraries are available in windows ARM.
Porting to Windows ARM64----Possibility and potential methods?
in DarkRadiant Feedback and Development
Posted
I see