Compile the client on XP and the server on Linux?
by Hamarabi · in Torque Game Engine · 01/30/2006 (2:46 pm) · 9 replies
Hello everyone! This is the first time I posted on the boards, to my recollection. I may have posted back in 2002 or something. I can't remember. I just recently started working on my game again.
I should state that I am very new to Linux and I am only a novice C++ programmer. I own Visual Studio C++ 6.0 which does not want to cross compile for my linux box server. TBE is full of bugs and/or is not very newbie friendly to configure, so..... I would rather not use that, if I can help it.
I have searched plenty and I am having trouble tracking down any specific discussion with regard to my problem.
As I mentioned before, I have recently gotten back to working on my game and I have a Linux box set up to use as a server and I have a small question to ask.
I use WinXP to devlop my game (Modeling, Programming, etc.) and I have some powerful tools to use for that platform. I would like to be able to compile the player client for Windows and the dedicated server for my Linux box.
Is there a good, newbie friendly, tool to use for cross compiling? If not, can I just compile the player client with Visual C++ 6.0 on my WinXP machine and then on my Linux Box, use Eclipse and GCC to compile the dedicated server? Will that work?
I am pretty exhausted with searching the web, and I am hoping someone here could share their knowledge.
Hamarabi
I should state that I am very new to Linux and I am only a novice C++ programmer. I own Visual Studio C++ 6.0 which does not want to cross compile for my linux box server. TBE is full of bugs and/or is not very newbie friendly to configure, so..... I would rather not use that, if I can help it.
I have searched plenty and I am having trouble tracking down any specific discussion with regard to my problem.
As I mentioned before, I have recently gotten back to working on my game and I have a Linux box set up to use as a server and I have a small question to ask.
I use WinXP to devlop my game (Modeling, Programming, etc.) and I have some powerful tools to use for that platform. I would like to be able to compile the player client for Windows and the dedicated server for my Linux box.
Is there a good, newbie friendly, tool to use for cross compiling? If not, can I just compile the player client with Visual C++ 6.0 on my WinXP machine and then on my Linux Box, use Eclipse and GCC to compile the dedicated server? Will that work?
I am pretty exhausted with searching the web, and I am hoping someone here could share their knowledge.
Hamarabi
#2
03/19/2006 (2:00 pm)
Com an update in the near future wich fix the problem with linux and torque 1.4?
#3
03/19/2006 (2:06 pm)
Two posts down from this one in the Linux (private) forums is the current status of Torque 1.4 on Linux.
#4
hi stephen -
are you referring to client, server, or both ?
thanks,
orion
03/19/2006 (2:25 pm)
Quote:
Do keep in mind that TGE 1.3 is the latest version available for linux
hi stephen -
are you referring to client, server, or both ?
thanks,
orion
#5
Anyways you can always pull 1.4 down from CVS on your Linux box it's quick and easy ;)
As to the original question getting the thing to compile under linux is no sweat at all, just make sure you edit your targets.torque.mk file to reflect anything you may have added under windows XP and then recompile.
03/19/2006 (2:42 pm)
There has actually been an installer available for a little over a month now, but official word is GarageGames is a little too swamped to post it.Anyways you can always pull 1.4 down from CVS on your Linux box it's quick and easy ;)
As to the original question getting the thing to compile under linux is no sweat at all, just make sure you edit your targets.torque.mk file to reflect anything you may have added under windows XP and then recompile.
#6
03/19/2006 (2:43 pm)
TGE 1.3 as a whole is the latest full distribution that works on Linux, but you can easily port over 1.4's changes that affect the dedicated server code and have it working on Linux.
#8
I pull down the latest HEAD at least once per week, and it's been 1.4 for quite awhile.
Not only that my home computer is running Linux, I have 3 servers I'm actively managing, and they are all running Linux as well.
Different flavors, different compilers, it all seems to work just fine.
They are all TGE 1.4 as well.
Anyways there's no reason to pull down the installer for 1.3 then try to merge in the changes from 1.4, when all you have to do is log in to CVS and pull down the latest head.
03/19/2006 (4:07 pm)
I'm extremely confused by your statement Stefan.I pull down the latest HEAD at least once per week, and it's been 1.4 for quite awhile.
Not only that my home computer is running Linux, I have 3 servers I'm actively managing, and they are all running Linux as well.
Different flavors, different compilers, it all seems to work just fine.
They are all TGE 1.4 as well.
Anyways there's no reason to pull down the installer for 1.3 then try to merge in the changes from 1.4, when all you have to do is log in to CVS and pull down the latest head.
#9
03/19/2006 (4:45 pm)
As the TGE Linux Evangelist I can official say that CVS HEad has been at version 1.4 for nearly 2 - 3 weeks.The version in CVS has proven to be very stable and requires no additional porting/updating to meet the features/functionality of Windows/Mac versions of 1.4
Torque 3D Owner Stephen Zepp
This is the standard. Do keep in mind that TGE 1.3 is the latest version available for linux, but there are quite a few people in the community working on getting TGE 1.4 linux capable.