CodeLikeCXK Posted July 9, 2022 Report Posted July 9, 2022 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. Quote
AluminumHaste Posted July 9, 2022 Report Posted July 9, 2022 @OrbWeaver@greebo Guys got questions for ya Quote I always assumed I'd taste like boot leather.
freyk Posted July 9, 2022 Report Posted July 9, 2022 (edited) I dont know, but there are some ARM topics on this forum, hopefully it will give some pointers. Like this one: Edited July 9, 2022 by freyk Quote Info: My portfolio and darkmod graphical installer Amnesty for Bikerdude!
greebo Posted July 9, 2022 Report Posted July 9, 2022 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. 1 1 Quote
LDAsh Posted July 9, 2022 Report Posted July 9, 2022 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. Quote
CodeLikeCXK Posted July 10, 2022 Author Report Posted July 10, 2022 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 Quote
CodeLikeCXK Posted July 10, 2022 Author Report Posted July 10, 2022 (edited) 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? Edited July 10, 2022 by CodeLikeCXK Quote
greebo Posted July 10, 2022 Report Posted July 10, 2022 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. Quote
CodeLikeCXK Posted July 10, 2022 Author Report Posted July 10, 2022 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 Quote
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