Showing posts with label build system. Show all posts
Showing posts with label build system. Show all posts

Sunday, September 5, 2010

Progress on the build system front and source code hosting

I would like to start talking of the new source code hosting.
Subversion and Mercurial did not satisfy my needs as the terrain levels of the Ainur game demo are really large (the new Scene1 has 9 pages of about 7MB each), so I've created a fresh new Gitorious repository.
You can still use the Google Code page to read Wiki entries and download binaries when the first alpha will hit the streets.

The new CMake build system works very well. It might be improved of course, for example on Win32 Game.exe and Ainur.dll are not copied into the Distro folder but currently I'm focusing more on Linux.

Monday, August 23, 2010

New build system and Linux compatibility

Study of Bullet and terrain collision continues, but I think it's the time to add Linux support to the engine (and MacOS X as well).

So I decided to move the build system from plain VisualStudio solutions to CMake.
Supporting Linux and MacOS X means OpenGL so once CMake conversion is done, it will be time to update SkyX and Hydrax shaders to GLSL or Cg.

The source code repository is also having a refresh. Last night the source code repository was moved to Mercurial because it feels more comfortable and makes working on it more pleasant.
Looking at the Google Code administration page, I noticed that we might run out of space shipping the "test" game with the engine itself, so my old idea to have a separate project for it might be not that bad.

Some more refactoring is also planned, like moving from TinyXML to RapidXML and merging OIS 1.2 with XInput support with Ainur's Input Manager. OIS seems not much developed and probably since it has all the features it needs it would be better to make it part of Ainur.