I'm Windows user, and I'm using VS2015 to compile my С++ projects for Windows.
But I need to compile my library for multiple platfroms, such as Linux, Android, HTML5, PlayStation 4, iOS.
But I have no any experience with this.
My target is uploading to market plugin for Unreal Engine 4 and I want to see my plugin worked on all platforms.
How to do it? Many of these platforms are based on Unix. Does this mean that compile enough under Linux?
For cross-compilation you have to followed instructions
Also for compiling by Mac and HTML5 you have to clone source code from git. More details here
Related
I'm confused by the build process for Swift on other platforms.
Does Swift allow me to build a Linux project on OS X, or do I need to use Swift specifically on Linux to to build anything I plan on using there?
I looked at the documentation, but it's not really clear on this topic...
A pure Swift application which is not importing any framework can now be compiled for iOS, OS X and for Linux.
You will generate different executables, because it's different platforms, but the code source can be the same, it just has to be compiled for the respective platform.
The difference is when you import frameworks.
If you import UIKit to make an iOS application, obviously you won't be able to compile this on Linux, because Linux doesn't have those iOS UIKit libraries, they're only available on a Mac via Xcode.
If you import Cocoa to make an OS X application, the same logic applies, it works only for OS X.
The same way, you can make Swift code that only works on Linux if you import specific Linux libraries, like Glibc, that won't work on the Mac.
Etc, etc.
What you need to remember is that the programming language isn't that relevant when it comes to make applications for a platform, it's the frameworks and libraries that you're linked to that are decisive.
Different Swift versions come with different compilers (different toolchains, actually) so to answer directly, no you can't compile for Linux Swift with the normal OS X Swift compiler, you have to use the Swift.org's one.
The Swift Package Manager got custom toolchain support via
PR-1098
end of April 2017.
This allows you to setup cross compiler toolchains (macOS to Ubuntu, even the reverse).
The SwiftPM repo contains an example script which sets up a Intel-macOS => Intel-Ubuntu toolchain.
As Eric says, you can of course only use frameworks available on the target platform. But yes, you can now build a Linux Swift project on macOS. (as mentioned by joels in the comment you can also do this via Docker very easily)
Related: (Cross-)Compiling Swift for Raspberry PI
Update 2021-10-19: There are ready-made cross compilers available as a Homebrew tap: SPMDestinations
Background:
Im using QT and have visual studio 2012 as my IDE (used the QT plugin for visual studio).
And finally the whole project is done. However due to my .NET background I have no experience when it comes to deploying my project so it can be run on Linux.
Question:
Anyone knowing how to deploy a QT project made in visual studio to linux?
You should install Linux and prepare a Qt development environment on it.You can then copy your project there, compile it and see the results in the real environment. This way you can cope with the minor differences when porting from one OS to another easily.
So don't think of cross compiling your app for Linux on Windows. From a complexity point of view, I think setting up a Linux machine (VM or not) and the necessary environment for Qt is a whole lot simpler than cross compiling bug hunting afterwards. After all you will need a real target environment to finally test your application.
Before you can deploy something you have to compile it for that platform, and here you have two main choiches: either you cross-compile which means you compile it on windows using a set of tools so that your software is built to run on a linux, or you get a linux machine, you copy your entire project over and let Qt for linux do the magic.
Once you have your working binary compiled on linux or for linux then you start thnking about deployoment.
If you really want to be fully linux-compatible and "linux-ally correct" you should distribute your source-code precooked using some tools like "automake" that will make it possible to linux users to compile it on any linux version.
If you do not want to release your source code, you technically can distribute binaries without source code (not sure if you will be ok with licenses) but you have to be aware that there is no standard in linux for distributing binary packages, there are at least 2 main package building standards that are the ubuntu/debian style and red hat (and friends) style.
You are going to find plenty of documentation about all this stuff from cross-compile to automake and of course building debian packages and building red hat rpm packages.
I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...
I want to compile a tiny actionscript file. Is there something out there that exists and works?
I tried compiling and installing swftools without success. I also read about Flex SDK on all other posts. However all links are either broken or outdated. Seems like there isn't a package for Linux?
The easiest way to compile and test out ActionScript is to use Wonderfl. It is a web-based Flash IDE that will compile ActionScript and allow you to view and download the resulting SWF.
To develop on your own machine, you can use the Flex SDK, which can be downloaded from Adobe Open Source. This includes mxmlc, the command-line ActionScript compiler. You can find more information on using mxmlc in the Flex documentation. You could also try FB4Linux, a project that ports the Flash Builder IDE to Linux.
checkout redbean
http://redtamarin.com/tools/redbean
it is a command line tool written in AS3 that reuse the asc.jar
to compile AS3 to ABC (ActionScript ByteCode)
download the redtamarin SDK
http://download.redtamarin.com/
it will gives you redshell, redbean, etc. for Linux
alternatively you can also install as3shebang
which will allow you to run AS3 as shell scripts
https://github.com/Corsaair/as3shebang
Hi I am new to android NDK Devlopment.I downloaded Android NDK 4 for windows.I read through the docs.But i am not clear with it.
First thing is that,I want to develop the native file which may be c 0r c++.I think Using Cygwin will come to play.I dont have any idea or how to use cygwin .From the Docs i just read Cygwin is required for Windows platform.Apart from it ,i dont have any knowledge about it.
Not yet started with NDK Concepts.Help Required
Cygwin is a way to make Windows support some linux functionality. If you install cygwin on your windows machine you'd be able to run some linux software on windows (you'd have to recompile it especially for cygwin though). You can find it and more information about it here. There's also a good explanation at the wiki page here.
If the Android NDK needs it I suppose the Android NDK needs some linux functionality or tools to work properly. The other option might be to install Linux on a machine and run the Android NDK on there, it might be better since I assume Linux is the native environment for Android NDK development.
Since you're saying that you're a bit unclear about the NDK, you should probably be aware that as far as I understand you can not build a whole Android app using it, you can only develop bits of it, you will still need to develop at least part of the app to run on top of the Dalvik virtual machine, which, as far as I know, means that you'll have to write that bit in Java. In general I think that you should develop Android apps only in Java unless there is a specific reason to build certain parts of it using the NDK.
From wiki:
Cygwin (pronounced /ˈsɪɡwɪn/,[2] SIG-win) is a Unix-like environment and command-line interface for Microsoft Windows. Cygwin provides native integration of Windows-based applications, data, and other system resources with applications, software tools, and data of the Unix-like environment. Thus it is possible to launch Windows applications from the Cygwin environment, as well as to use Cygwin tools and applications within the Windows operating context.
Cygwin consists of two parts: a Dynamic-link library (DLL) as an API compatibility layer providing a substantial part of the POSIX API functionality, and an extensive collection of software tools and applications that provide a Unix-like look and feel.
So, Cygwin is a set of tools which allows you to emulate a unix-like (or linux) environment on your windows machines.
The NDK is the Android Native Development Kit. It allows you to write parts of your application in native code (C/C++) and integrate them into your application. Your application still runs under the Dalvik VM but it can load shared objects creating using a cross compiler. The NDK contains all the necessary tools and build scripts to generate native code binaries. It's an advanced concept and one you should probably wait on until you fully understand the architecture.
The reason why it requires Cygwin (or some flavor of linux) is because it uses GnuMake and other linux tools such as awk or Nawk. These tools are not available (or are really hard to use) on windows platforms, hence the need for at least Cygwin (though I would advise you do yourself a favor and just install linux).