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Porting to Windows ARM64----Possibility and potential methods?


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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:

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.

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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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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:

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?

Edited by CodeLikeCXK
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1 hour ago, CodeLikeCXK said:

I see, so if I could find windows arm64 version for them, how should I configure the compilation for it?

Sorry, I'm afraid this question is too vague for me to answer. It's all about the VC++ solution, if you intend to use Visual Studio. All the dependencies need to compile against that new platform, the produced binaries can then be linked with the main application and DLLs.

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27 minutes ago, greebo said:

Sorry, I'm afraid this question is too vague for me to answer. It's all about the VC++ solution, if you intend to use Visual Studio. All the dependencies need to compile against that new platform, the produced binaries can then be linked with the main application and DLLs.

I see

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