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Linux support? #1

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neuromancer opened this issue Jan 8, 2017 · 9 comments
Open

Linux support? #1

neuromancer opened this issue Jan 8, 2017 · 9 comments

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@neuromancer
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I was wondering if Linux support is planned.

Thanks!

@fr0zi
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fr0zi commented Jan 9, 2017

Hi neuromancer! In fact, code is multiplatform from the beginning so it should run on Linux if you compile it. There is no binary package yet though, since this is VERY early stage of development.

However, thanks for interest! :)

@OvermindDL1
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In fact, code is multiplatform from the beginning so it should run on Linux if you compile it.

Given that I see no INSTALL.md or COMPILE.md or any instructions on how to compile it, and as there is no CMakelist.txt, Makefile, or any other usual prebuild file to set up the compilation process, how is one supposed to compile this?

Also, have you thought about using Github's Travis-CI to set up automated builds to verify and test that compilation always succeeds as development continues?

@fr0zi
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fr0zi commented Jan 9, 2017

@OvermindDL1 But there is *.cbp file which is a Code::Blocks project file. You can open it with C::B and compile the code.

There is no README and other instructions because I put this code here just for my convenience. You can use it as is. It's my private free-time project and I can't make any guarantees.

@OvermindDL1
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OvermindDL1 commented Jan 9, 2017

@OvermindDL1 But there is *.cbp file which is a Code::Blocks project file. You can open it with C::B and compile the code.

What is the command for doing so? Via a quick google search I was unable to deduce how to compile a project via the codeblocks executable short of spooling up an X Server (which I do not have available on my build system, only the libraries). Even something as simple as 'codeblocks --buildorcodeblocks --build --no-splash-screen` or any mixture of a variety of flags that I could find were unproductive as it kept throwing the error of:

11:59:15: Error: Unable to initialize GTK+, is DISPLAY set properly?

Why would a build system need a running GTK+ instance?

There is no README and other instructions because I put this code here just for my convenience. You can use it as is. It's my private free-time project and I can't make any guarantees.

All good, I'm mostly just curious as to how the work is progressing.

@fr0zi
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fr0zi commented Jan 10, 2017

@OvermindDL1 Code::Blocks is an open source IDE for C++, not a command. You open project file in the IDE and build it from that level. That's why it needs GTK+, which is the library Code::Blocks is made with. I'm not aware of any way to build code through C::B in text mode.

Well, you can make Makefile by yourself if you really need it - cbp file is really an XML file. You can open it by any text editor, check what necessary libraries are and make Makefile from that.
However, game itself needs OpenGL to run, since... well, it's meant to be 3D game so it renders graphics in 3D. So you need X Windows environment and graphics card ready for OpenGL 3.

Regarding work progress - I'm now just playing with parsing sc2 save game file. For now I can read heights for all terrain tiles and display it in 3D with some simple texture. So it's really early stage of development. SC2 save game format is a proprietary one and there is no official documentation. Only some unofficial descriptions made by people playing around on their own with save game files.

@OvermindDL1
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@OvermindDL1 Code::Blocks is an open source IDE for C++, not a command. You open project file in the IDE and build it from that level. That's why it needs GTK+, which is the library Code::Blocks is made with. I'm not aware of any way to build code through C::B in text mode.

Ah, my build server is headless so I have no running X server. How odd, I've never seen a build system require a GUI, that is weird. ^.^

Have you thought of using CMake? It can output Codeblock files (as well as files for about any other IDE in existence as well), it has essentially taken over as 'the' C++ build system over the past decade. :-)

I compile everything remotely as my desktop is... insufficient, the compilation speeds are astounding, but I do test the final binaries locally so OpenGL is available here, just not the build system.

@OvermindDL1
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Regarding work progress - I'm now just playing with parsing sc2 save game file. For now I can read heights for all terrain tiles and display it in 3D with some simple texture. So it's really early stage of development. SC2 save game format is a proprietary one and there is no official documentation. Only some unofficial descriptions made by people playing around on their own with save game files.

Is any of the data being read in to display model data yet, or is it still at the parsing stage?

@fr0zi
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fr0zi commented Jan 10, 2017

As I said - terrain heights for tiles. Code displays those with simple texture:
sc2terrain

That's all for now.
Screen made on Ubuntu. So you can see it works on Linux.

Yes, I know CMake. Maybe I will use it someday, but now it sufficient for me to use C::B. As I said - this project is not meant to be official release for public. It's just for me to make my work with the code little easier. I would rather make this repo 'private' but I don't have 'paid' subscription.

So you can check/use the code as it is but I'm not going to promise anything.

@neuromancer
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I saw a recent commit in this project. Maybe you should add a screenshot (even that one), to show the state of this re-implementation?

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