Thread: Re: [GD-Consoles] Compiling MS-Windows Builds Under Wine
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From: <chr...@pl...> - 2003-02-24 21:56:52
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J GHrant wrote: > [...] The results are very positive: with > some configuration the same source code can be compiled and the > resulting binary can run on any MS-Windows computer. Umm, eh, hmm.. how exactly does this relate to _consoles_? Christer Ericson Sony Computer Entertainment, Santa Monica |
From: Troy G. <Tr...@cs...> - 2003-02-24 22:09:26
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As was mentioned at the top of post, the document was written in furtherance of a PS2Linux project. Perhaps a second-degree relation to a console (or third-degree...). > From: chr...@pl... > J GHrant wrote: > > [...] The results are very positive: with > > some configuration the same source code can be compiled and the > > resulting binary can run on any MS-Windows computer. > > Umm, eh, hmm.. how exactly does this relate to _consoles_? > > Christer Ericson > Sony Computer Entertainment, Santa Monica |
From: <chr...@pl...> - 2003-02-24 23:50:26
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Troy Gilbert wrote: >As was mentioned at the top of post, the document was written in furtherance >of a PS2Linux project. Perhaps a second-degree relation to a console (or >third-degree...). No, really. My question stands. How _exactly_ does this relate to, say, the development of a PS2, GameCube or even a GBA game? Christer Ericson Sony Computer Entertainment, Santa Monica |
From: Mick W. <mi...@ne...> - 2003-02-25 00:07:58
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Since console development is usually cross-platform development (unless you work somewhere like Sony), then anything related to cross platform development will be of interest to most console programmers. Of coure, you could argue about this. But nobody cares. Mick. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of chr...@pl... > Sent: Monday, February 24, 2003 3:46 PM > To: gam...@li... > Subject: RE: [GD-Consoles] Compiling MS-Windows Builds Under Wine > > > > Troy Gilbert wrote: > >As was mentioned at the top of post, the document was written in > furtherance > >of a PS2Linux project. Perhaps a second-degree relation to a console > >(or third-degree...). > > No, really. My question stands. How _exactly_ does this > relate to, say, the development of a PS2, GameCube or even a GBA game? > > > Christer Ericson > Sony Computer Entertainment, Santa Monica > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-consoles mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553 > |
From: J. G. <jg-...@jg...> - 2003-02-25 00:29:04
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Hi Christer Ericson, Appologies, I sent this went to the wrong address. However, porting to PS2Linux was the reason the MS-Windows builds moved to the same dev enviroment. JG chr...@pl... wrote: > Troy Gilbert wrote: >>As was mentioned at the top of post, the document was written in > furtherance >>of a PS2Linux project. Perhaps a second-degree relation to a console (or >>third-degree...). > > No, really. My question stands. How _exactly_ does this relate to, say, > the development of a PS2, GameCube or even a GBA game? > > > Christer Ericson > Sony Computer Entertainment, Santa Monica |
From: <phi...@pl...> - 2003-02-25 00:39:04
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Oddly enough, we cross-compile to the PC. Not the most efficient renderer, but the debugging's easier. The more compilers you run your code through, the more stuff gets caught automatically. Cheers, Phil PS Since the toolset invariably includes some of the engine code, and almost certainly doesn't actually run on the console in question, the jab at Sony, would be more accurately directed at our friends in Redmond (either of them, I don't care...;) "Mick West" <mi...@ne...> Sent by: To: <gam...@li...> gam...@li...urc cc: eforge.net Fax to: Subject: RE: [GD-Consoles] Compiling MS-Windows Builds Under Wine 02/24/2003 04:07 PM Please respond to gamedevlists-consoles Since console development is usually cross-platform development (unless you work somewhere like Sony), then anything related to cross platform development will be of interest to most console programmers. Of coure, you could argue about this. But nobody cares. Mick. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of chr...@pl... > Sent: Monday, February 24, 2003 3:46 PM > To: gam...@li... > Subject: RE: [GD-Consoles] Compiling MS-Windows Builds Under Wine > > > > Troy Gilbert wrote: > >As was mentioned at the top of post, the document was written in > furtherance > >of a PS2Linux project. Perhaps a second-degree relation to a console > >(or third-degree...). > > No, really. My question stands. How _exactly_ does this > relate to, say, the development of a PS2, GameCube or even a GBA game? > > > Christer Ericson > Sony Computer Entertainment, Santa Monica > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-consoles mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553 > ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553 |
From: J. G. <jg-...@jg...> - 2003-02-25 01:17:46
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Hi Phil, I find that gcc's output fixes many bugs MS VC++ does not see, and a few the other way too. Out of interest do you compile your video games for MS-Windows with the same graphics libs as on the console? (Using two sets of game libs/renderware or the like?) Cheers! JG phi...@pl... wrote: > Oddly enough, we cross-compile to the PC. Not the most efficient renderer, > but the debugging's easier. The more compilers you run your code through, > the more stuff gets caught automatically. > > Cheers, > Phil > > PS Since the toolset invariably includes some of the engine code, and > almost certainly doesn't actually run on the console in question, the jab > at Sony, would be more accurately directed at our friends in Redmond > (either of them, I don't care...;) |
From: <chr...@pl...> - 2003-02-26 18:28:14
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Mick West wrote: >Since console development is usually cross-platform development (unless >you work somewhere like Sony), then anything related to cross platform >development will be of interest to most console programmers. Well, perhaps I misunderstood, not previously familiar with "Wine", but I assume it is this product ("Wine - a free Windows implementation for Linux"): http://www.winehq.com/ It says: "Wine is an implementation of the Windows Win32 and Win16 APIs on top of X and Unix. Think of Wine as a Windows compatibility layer. Wine provides both a development toolkit (Winelib) for porting Windows sources to Unix and a program loader, allowing many unmodified Windows 3.x/95/98/ME/NT/W2K/XP binaries to run under Intel Unixes. Wine works on most popular Intel Unixes, including Linux" So, I'm still confused and I still think my question is valid. What *really* is the value of this in terms of *consoles*? Did you actually bother reading the paper? I couldn't find anything relating to consoles other than the mentioning of "PS2Linux" in one place. What relevant text did you see? Perhaps the original author could clarify? >Of coure, you could argue about this. But nobody cares. If you don't care, don't bother commenting. Christer Ericson Sony Computer Entertainment, Santa Monica |
From: <chr...@pl...> - 2003-02-26 20:10:49
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>Out of interest do you compile your video games for MS-Windows with the >same graphics libs as on the console? (Using two sets of game >libs/renderware or the like?) We don't have a "graphics lib" as such. I.e. there is no graphics API that the game code works against. The PC rendering -- which is for debugging, not for speed -- just hooks into the midst of the code building a DMA of graphics commands for the PS2 and takes the DMA list, parses it, and uses OpenGL to draw polys. Not the way to go if you were serious about releasing a PC SKU, but we're not (obviously). Debugging C++ code in Visual Studio is, however, so much nicer than doing it with SN Systems debugger (which is what we're using) that it's worth making the code run on the PC in addition to on the PS2. Christer Ericson Sony Computer Entertainment, Santa Monica |
From: Brian H. <bri...@py...> - 2003-02-26 20:19:04
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>Debugging C++ code in Visual Studio is, however, so much nicer= than >doing it with SN Systems debugger (which is what we're using)= that >it's worth making the code run on the PC in addition to on the= PS2. We ran into the same issue with PocketPC. It is much, much= easier to develop on the desktop and then abstract so that there is minimal= system specific debugging for the target machine. Brian |