Name | Modified | Size | Downloads / Week |
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Parent folder | |||
Beta_1.0.1 | 2012-09-11 | ||
README | 2012-09-11 | 2.7 kB | |
Totals: 2 Items | 2.7 kB | 2 |
I am working on making a static 32-bit build for linux. Some of the libraries seem to prefer dynamic linking regardless of what I ask the compiler to do. I am eventually going to see if I can use libjvm library to remove the need for the jar file to use for launching, but this is not a priority until most of the bugs are ironed out. In the event that I do this, there will need to be separate 32bit and 64bit builds. Your installed java version must match with binary build. If you hope to use more than ~2-3 GB of RAM, you will have to use a 64 bit JRE & 64 bit build together. To compile, the following dependencies must be met: libexpat libcurl with https support wxWidgets >=2.9.4 Java Development Kit (preferably from Oracle, since you're going to be running minecraft and minecraft is best used with vanilla java.) I'm working on the build system as well, to streamline it and ensure it will build properly on different platforms. The configure script may not issue a failure or error for missing dependencies while the codebase is in Beta. The compile will fail if these dependencies are missing. If configure doesnt work run /buildconf/autogen.sh and retry configure. On windows: use mingw with msys OR cygwin, just remember to include the build flag to remove cygwin dll dependencies (I think its -mno-cygwin or something like that). You will have to obtain and build the libraries required manually. Make sure you build static libraries only, or your build will be dependent on the shared libraries. If you're running a 64 bit OS with a lot of RAM, do not run the application for actual use from within msys or cygwin or you will be limited to 32 bit RAM. On linux build normally. Use your package manager to obtain the dependencies (you may have to download wxwidgets source from the main site and build it yourself, not all linux distributions keep the version iof wxwidgets in their repository completely up to date, and I AM using features that don't quite work right in the older versions.) On Mac, I haven't tested this software with Mac yet, I am attempting to make it stable and trim out some bugs before I work hard at making it work on the Mac platform. (I don't own a mac, and dont have any readily available that have Xcode installed and aren't booting to windows via bootcamp.) If you want to build from source, you will most likely have to download the libraries and build them from source too. I don't really recommend one way or the other for static vs shared libraries, but just make sure you know what you're doing if you plan to use shared libraries. I will hopefully be able to provide static-compiled binaries for mac once I've worked out some of the main bugs and issues.