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Cross-platform toolchain

Posted: Sun Feb 12, 2012 7:35 pm
by omar_a_rodriguez
Hi all,

I'm part of a 2 man team working on our first game hopefully to be released later this year or early next year. From the start, we've been consciously targeting Windows, Mac, and (to some extent) Linux. Of course, we're designing our engine to abstract the system specific stuff like graphics (DirectX & OpenGL) in order to be able to keep most of the code shareable/useable across all of these OSes. One of the main issues we've been running into is creating/keeping up to date projects/build systems for each of the OSes. Initially we were manually creating Visual Studio 2010 projects/solution for Windows, Xcode 4 workspace for Mac OS X, and relying on makefiles on Linux. We checked these into our git repository but we quickly realized how easy it was for these to be out of sync as we were developing. We started looking at several solutions like premake, cmake, and even batch files to create the appropriate build environments. Our hope was that we would never need to have solutions/projects/workspaces/makefiles checked into git instead we would just check in the source code and asset files and update a config file which we could use to create the appropriate solutions locally when needed. For now, we've been using premake4 but it's not a perfect solution because not all settings are saved into the created solutions/workspaces and we still have to go in for example and set the working directory which is usually saved in the user preferences in VS. So all that being said, we're looking for a way to ease the pain of cross-platform development. As supporters of indie games and efforts like the Humble Bundle, we're reaching out to understand what others are using to achieve cross-platform nirvana? The reason I mention indies and the Humble Bundle is because I've seen a trend in most indies targeting more than one OS at release...and most if not all games on the Humble Bundles are usually cross-platform. I'm hoping someone that's going through the same issues and/or has found a decent approach to this issue might chime in with some help/knowledge.


Cheers,
-Omar

Re: Cross-platform toolchain

Posted: Sun Feb 12, 2012 8:30 pm
by Korban3
Glad to hear that I'm not the only small guy looking to get into cross-platform :B It really is great and I'm excited to start learning how to provide a game for Linux users.
As far as I can tell, it's a pain to do anything cross platform because the big OS producers are all dickwads about their money >:\
I'm going to start up with Linux soon in my class course, so maybe I'll be able to go along at the same time. You mentioned OpenGL; are you doing 3D then? I've been working with SFML, but I don't know how well it moves over to an OS other than Windows.

Re: Cross-platform toolchain

Posted: Sun Feb 12, 2012 8:57 pm
by omar_a_rodriguez
We really didn't see any choice other than going cross-platform from the beginning to be more appealing and not leave anyone out. We're both definitely more experienced in a Windows, Visual Studio, DirectX environment but we've found the whole experience intellectually exciting. Our current goal is to not only deliver the game for Windows, Mac, and Linux but to also be able to develop on any of these platforms...thus my question :) We have a "solution" with premake4 right now but we'd like to hear how other devs have dealt with the issue of not only supporting multiple OSes but also developing on multiple OSes.

Re: Cross-platform toolchain

Posted: Mon Feb 13, 2012 8:52 pm
by Korban3
Hmm, yeah I haven't ever done anything on or for a non-WIndows system. Try the IRC channel. There are a lot of durned smart people on there that I'm sure would like to share experiences and info. You might even find David on there and talk to him!