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		<title><![CDATA[Maratis forum - Premake4 Build Scripts]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=272</link>
		<description><![CDATA[The most recent posts in Premake4 Build Scripts.]]></description>
		<lastBuildDate>Tue, 29 Oct 2013 22:01:02 +0000</lastBuildDate>
		<generator>PunBB</generator>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5837#p5837</link>
			<description><![CDATA[<div class="quotebox"><cite>zester wrote:</cite><blockquote><p>I have ARM v4, 5, 6 cross-compiled toolchains already for Maratis once I have an ARM v7 toolchain<br />then Maratis will work on every mobile Linux device that support OpenGL ES out of the box.</p></blockquote></div><p>Now that we can use this build system to generate makefiles, we can easily use the Android NDK toolchain to compile the libraries for Android. From what I understand, we would then have to interface these libraries with a java activity.</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Tue, 29 Oct 2013 22:01:02 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5837#p5837</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5422#p5422</link>
			<description><![CDATA[<div class="quotebox"><cite>com3D wrote:</cite><blockquote><p>Comparison between Scons &amp; premake builds on linux:</p><p>File size for MaratisEditor, MaratisPlayer, libMCore, libMEngine:<br />premake:&nbsp; &nbsp; 9.86 Mo (player=2.59)<br />Scons:&nbsp; &nbsp;&nbsp; &nbsp; 15 Mo (player=3.76)</p><p>Sound doesn&#039;t work with Scons build, works with premake.</p></blockquote></div><p>I noticed that to when I was working on the premake scripts.</p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Wed, 09 Oct 2013 14:19:47 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5422#p5422</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5419#p5419</link>
			<description><![CDATA[<p>For Windows users:<br />- Put <a href="http://industriousone.com/premake/download">premake4.exe</a> in the main Maratis folder <br />- Put these 2 lines in a .bat file:</p><div class="codebox"><pre><code>.\premake4 vs2010
pause</code></pre></div><p>Replace vs2010 with:<br />- your version of visual studio<br />- if you&#039;re using Code::Blocks, replace with codeblocks</p><p>NB: if you&#039;re using MinGW or Cygwin, append &#039;minGW&#039; or &#039;cygwin&#039; to the IDE, for example:<br /></p><div class="codebox"><pre><code>.\premake4 codeblocks minGW
pause</code></pre></div><p> </p><p>Double-click on the .bat file</p><p>This will generate a &quot;Maratis.sln&quot; solution ready to compile in visual studio or a &quot;Maratis.workspace&quot; for Code::Blocks.</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Wed, 09 Oct 2013 11:54:05 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5419#p5419</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5418#p5418</link>
			<description><![CDATA[<p>Comparison between Scons &amp; premake builds on linux:</p><p>File size for MaratisEditor, MaratisPlayer, libMCore, libMEngine:<br />premake:&nbsp; &nbsp; 9.86 Mo (player=2.59)<br />Scons:&nbsp; &nbsp;&nbsp; &nbsp; 15 Mo (player=3.76)</p><p>This file size reduction is achieved by passing &#039;-s&#039; (strip symbols) to the linker, so we could do it with Scons too.</p><p>Sound doesn&#039;t work with Scons, works with premake.<br />To fix sound issue on linux using Scons, go <a href="http://forum.maratis3d.com/viewtopic.php?id=820">there</a>.</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Wed, 09 Oct 2013 11:53:05 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5418#p5418</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5416#p5416</link>
			<description><![CDATA[<p>----- EVERYTHING WORK !!!! ----- <img src="http://forum.maratis3d.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>If someone could test it on Mac would be great...</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Wed, 09 Oct 2013 10:08:35 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5416#p5416</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5412#p5412</link>
			<description><![CDATA[<div class="quotebox"><cite>com3D wrote:</cite><blockquote><p>Everything is working except publishing.<br />And for the first time I have sound now working in linux.</p></blockquote></div><p>Last time I checked publishing just wasn&#039;t working for me on my linux system in general. Npk was the problem, I planed on removing <br />Npk from my branch anyways so it didn&#039;t matter.&nbsp; </p><p>Npk is just a tar/gzip compressed archive that uses the xxtea cipher for encryption. </p><p>Plain old zip files are just faster than tar/gzip and do the same thing(Archiving/Compression). And xxtea is vulnerable to plaintext attack requiring 259 queries and negligible work. In my opinion its a useless addition to Maratis.</p><br /><p>I was just going to add Zip File Support, AES 256 Encryption and SQLCipher a Open Source SQLite extension that provides transparent 256-bit AES full database encryption. </p><p>So I could pack and encrypt the files I wanted in a zip file and store and encrypt game settings and progress in a database.</p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Wed, 09 Oct 2013 04:13:56 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5412#p5412</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5400#p5400</link>
			<description><![CDATA[<p>Awesome!!! and great job. It looks like its time for me to start on the new Qt tools.</p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Tue, 08 Oct 2013 15:38:41 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5400#p5400</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=5395#p5395</link>
			<description><![CDATA[<p>Premake script for building regular Maratis</p><div class="codebox"><pre><code>-----------------------------------------------------------------------------------------------------------------------------
-- Maratis premake build
-----------------------------------------------------------------------------------------------------------------------------


    --------------------------------------  SETUP the PATHS  ----------------------------------------

    rootDir = &quot;./&quot;
    sourcesDir = rootDir .. &quot;trunk/dev/&quot;
    thirdPartyDir = rootDir .. &quot;3rdparty/&quot;

    -- zlib &amp; freetype includes are set aside because they are conflicting with each other -- TODO: try &quot;-Wl,--allow-multiple-definition&quot; instead
    zlib_includes = thirdPartyDir .. &quot;zlib/&quot;
    freetype_includes = { thirdPartyDir .. &quot;freetype/&quot;, thirdPartyDir .. &quot;freetype/include/&quot;, thirdPartyDir .. &quot;freetype/include/freetype/&quot;, thirdPartyDir .. &quot;freetype/depend/&quot; }


    -------------------------------------  SETUP THE SOLUTION  -------------------------------------

solution &quot;Maratis&quot;

    -- Get arguments passed to the command line
    for i=1, #_ARGS do
        if _ARGS[i] == &quot;cygwin&quot; then cygwin = true print(&quot;*****  Build using cygwin  *****&quot;) end
        if _ARGS[i] == &quot;minGW&quot; then minGW = true print(&quot;*****  Build using minGW  *****&quot;) end
    end

    -- Setup configurations and platforms
    configurations { &quot;Debug&quot;, &quot;Release&quot; }
    platforms { &quot;x32&quot;, &quot;x64&quot; }

    if os.is(&quot;windows&quot;) then
        defines { &quot;_WIN32&quot;, &quot;WIN32&quot; }
        if minGW then defines { &quot;__MINGW32__&quot; } end
        if cygwin then defines { &quot;__CYGWIN__&quot; } end
    elseif os.is(&quot;macosx&quot;) then defines { &quot;__APPLE__&quot;, &quot;MACOSX&quot; }
    elseif os.is(&quot;linux&quot;) then defines { &quot;LINUX&quot;, &quot;linux&quot; } end

    configuration &quot;Debug&quot;
        defines { &quot;DEBUG&quot; }

    configuration &quot;Release&quot;
        defines { &quot;NDEBUG&quot; }
        flags { &quot;OptimizeSpeed&quot;, &quot;EnableSSE2&quot; }

    ------------------------------------  INCLUDES DIRECTORIES  ------------------------------------

    includedirs {
        thirdPartyDir .. &quot;lua&quot;,
        thirdPartyDir .. &quot;libpng&quot;, --+ zlib
        thirdPartyDir .. &quot;libjpeg&quot;,
        thirdPartyDir .. &quot;devil&quot;, thirdPartyDir .. &quot;devil/src-IL/include&quot;, thirdPartyDir .. &quot;devil/src-ILU/include&quot;, -- + png, jpeg, zlib
        thirdPartyDir .. &quot;glee&quot;,
        thirdPartyDir .. &quot;tinyxml&quot;,
        thirdPartyDir .. &quot;bullet&quot;,
        thirdPartyDir .. &quot;npk/include&quot;, -- + zlib
        thirdPartyDir .. &quot;assimp&quot;, thirdPartyDir .. &quot;assimp/include&quot;, thirdPartyDir .. &quot;assimp/code/BoostWorkaround&quot;, -- + zlib
        thirdPartyDir .. &quot;openal/include&quot;,
        sourcesDir .. &quot;MSDK/MCore/Includes&quot;,
        sourcesDir .. &quot;MSDK/MEngine/Includes&quot;,
        sourcesDir .. &quot;MSDK/MGui/Includes&quot;,
        sourcesDir .. &quot;Maratis/Common&quot;
    }

        if not os.is(&quot;linux&quot;) then includedirs { thirdPartyDir .. &quot;libsndfile/include&quot; } end -- if you get no sound, comment this line 
        if os.is(&quot;macosx&quot;) then includedirs { thirdPartyDir .. &quot;freetype/mac&quot; }
        elseif os.is(&quot;windows&quot;) then includedirs { thirdPartyDir .. &quot;dirent/include&quot; } end


    ---------------------------  PREBUILT External libraries (lib, dll, a, so, dylib)  ----------------------------

    if os.is(&quot;windows&quot;) then libdirs { thirdPartyDir .. &quot;libsndfile/win32&quot;, thirdPartyDir .. &quot;openal/win32&quot; }
    elseif os.is(&quot;macosx&quot;) then libdirs { thirdPartyDir .. &quot;libsndfile/osx&quot;  }
    elseif os.is(&quot;linux&quot;) then libdirs { thirdPartyDir .. &quot;libsndfile/linux&quot;, thirdPartyDir .. &quot;openal/linux&quot; } end


    -----------------------------  BUILD EXTERNAL LIBRARIES FROM SOURCES -----------------------------------

    -- lua
    project &quot;lua&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        files { thirdPartyDir .. &quot;lua/*.h&quot;, 
                thirdPartyDir .. &quot;lua/*.c&quot; }

    -- zlib
    project &quot;zlib&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        files { thirdPartyDir .. &quot;zlib/*.h&quot;, 
                thirdPartyDir .. &quot;zlib/*.c&quot; }

    -- libpng
    project &quot;png&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        includedirs { zlib_includes }
        files { thirdPartyDir .. &quot;libpng/*.h&quot;, 
                thirdPartyDir .. &quot;libpng/*.c&quot; }

    -- libjpeg
    project &quot;jpeg&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        files { thirdPartyDir .. &quot;libjpeg/*.h&quot;, 
                thirdPartyDir .. &quot;libjpeg/*.c&quot; }

    -- devil
    project &quot;il&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        includedirs { zlib_includes }
        files { thirdPartyDir .. &quot;devil/**.h&quot;, 
                thirdPartyDir .. &quot;devil/**.c&quot; }
        defines { &quot;IL_STATIC_LIB&quot;, &quot;IL_NO_UTX&quot; }
        --links { &quot;jpeg&quot;, &quot;png&quot;, &quot;zlib&quot; } -- for SharedLib builds

    -- Glee
    project &quot;glee&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        files { thirdPartyDir .. &quot;glee/**.h&quot;, 
                thirdPartyDir .. &quot;glee/**.c&quot; }
        if os.is(&quot;macosx&quot;) then links { &quot;OpenGL.framework&quot; } end

    -- freetype
    project &quot;freetype&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        includedirs { freetype_includes }
        files { thirdPartyDir .. &quot;freetype/**.h&quot;, 
                thirdPartyDir .. &quot;freetype/*.c&quot; }
        defines { &quot;FT2_BUILD_LIBRARY&quot; }
        if os.is(&quot;macosx&quot;) then links { &quot;Cocoa.framework&quot; } end

    -- tinyxml
    project &quot;tinyxml&quot;
        kind &quot;StaticLib&quot;
        language &quot;C++&quot;
        files { thirdPartyDir .. &quot;tinyxml/*.h&quot;, 
                thirdPartyDir .. &quot;tinyxml/*.cpp&quot; }

    -- bullet
    project &quot;bullet&quot;
        kind &quot;StaticLib&quot;
        language &quot;C++&quot;
        files { thirdPartyDir .. &quot;bullet/**.h&quot;, 
                thirdPartyDir .. &quot;bullet/**.c*&quot; }
        if os.is(&quot;linux&quot;) then buildoptions { &quot;-fpermissive&quot; } end  -- CFLAGS

    -- npk
    project &quot;npk_dev&quot;
        kind &quot;StaticLib&quot;
        language &quot;C&quot;
        includedirs { zlib_includes }
        files { thirdPartyDir .. &quot;npk/**.h&quot;, 
                thirdPartyDir .. &quot;npk/**.c&quot; }
        --links { &quot;zlib&quot; } -- for SharedLib builds

    -- assimp
    project &quot;assimp&quot;
        kind &quot;StaticLib&quot;
        language &quot;C++&quot;
        includedirs { zlib_includes }
        files {thirdPartyDir .. &quot;assimp/**.h&quot;, 
                thirdPartyDir .. &quot;assimp/**.c*&quot; }
        defines { &quot;ASSIMP_BUILD_BOOST_WORKAROUND&quot;, &quot;ASSIMP_BUILD_NO_OWN_ZLIB&quot; }
        --links { &quot;zlib&quot; } -- for SharedLib builds


    -----------------------------------  BUILD MARATIS LIBRARIES  -----------------------------------------

    -- MCore
    project &quot;MCore&quot;
        kind &quot;SharedLib&quot;
        language &quot;C++&quot;
        files { sourcesDir .. &quot;MSDK/MCore/**&quot; }
        defines { &quot;MCORE_DLL&quot; }
        --linkoptions { &quot;-Wl,--as-needed&quot;, &quot;-Wl,--allow-multiple-definition&quot;, &quot;-Wl,-rpath,.&quot; }

    -- MEngine
    project &quot;MEngine&quot;
        kind &quot;SharedLib&quot;
        language &quot;C++&quot;
        files { sourcesDir .. &quot;MSDK/MEngine/**&quot; }
        defines { &quot;MENGINE_DLL&quot; }
        if os.is(&quot;windows&quot;) then links { &quot;MCore&quot; } end

    -- MGui
    project &quot;MGui&quot;
        kind &quot;StaticLib&quot;
        language &quot;C++&quot;
        files { sourcesDir .. &quot;MSDK/MGui/Sources/*&quot; }
        if os.is(&quot;macosx&quot;) then files { sourcesDir .. &quot;MSDK/MGui/Sources/COCOA/**&quot;, sourcesDir .. &quot;MSDK/MGui/Includes/COCOA/**&quot; }
        elseif os.is(&quot;linux&quot;) then files { sourcesDir .. &quot;MSDK/MGui/Sources/X11/**&quot;, sourcesDir .. &quot;MSDK/MGui/Includes/X11/**&quot; }
        elseif os.is(&quot;windows&quot;) then files { sourcesDir .. &quot;MSDK/MGui/Sources/WIN32/**&quot;, sourcesDir .. &quot;MSDK/MGui/Includes/WIN32/**&quot; } end

    project &quot;MaratisCommon&quot;
        kind &quot;StaticLib&quot;
        language &quot;C++&quot;
        includedirs { freetype_includes }
        files { sourcesDir .. &quot;Maratis/Common/**&quot; }
        defines { &quot;M_PACKAGE_WRITABLE&quot;, &quot;IL_STATIC_LIB&quot; }
        --links { &quot;npk_dev&quot;, &quot;bullet&quot;, &quot;tinyxml&quot;, &quot;freetype&quot;, &quot;glee&quot;, &quot;il&quot;, &quot;lua&quot;, &quot;sndfile&quot;, &quot;openal&quot; } -- for SharedLib builds


    ----------------------------  BUILD MARATIS BINARIES (Editor &amp; Player)  ---------------------------

    -- MaratisEditor
    project &quot;MaratisEditor&quot;
        kind &quot;ConsoleApp&quot;
        language &quot;C++&quot;
        files { sourcesDir .. &quot;Maratis/Editor/**&quot; }
        links { &quot;MaratisCommon&quot;, &quot;MGui&quot;, &quot;MEngine&quot;, &quot;MCore&quot;, &quot;assimp&quot;, &quot;npk_dev&quot;, &quot;bullet&quot;, &quot;tinyxml&quot;, &quot;freetype&quot;, &quot;glee&quot;, &quot;il&quot;, &quot;jpeg&quot;, &quot;png&quot;,  &quot;zlib&quot;, &quot;lua&quot; }

        if os.is(&quot;macosx&quot;) then
            links { &quot;Cocoa.framework&quot;, &quot;OpenGL.framework&quot;, &quot;CoreServices.framework&quot;, &quot;Foundation.framework&quot;, &quot;IOKit.framework&quot;, &quot;OpenAL.framework&quot;, &quot;Sndfile&quot; }

        elseif os.is(&quot;windows&quot;) then
            links { &quot;User32&quot;, &quot;Shell32&quot;, &quot;Gdi32&quot;, &quot;Comdlg32&quot;, &quot;Winmm&quot;, &quot;libsndfile-1&quot; }
            if cygwin then links { &quot;opengl32&quot;, &quot;openal&quot; } else links { &quot;Opengl32&quot;, &quot;OpenAL32&quot; } end

        elseif os.is(&quot;linux&quot;) then
            links { &quot;sndfile&quot;, &quot;openal&quot;, &quot;X11&quot;, &quot;Xxf86vm&quot;, &quot;GL&quot;, &quot;dl&quot; }
            linkoptions { &quot;-Wl,-rpath=.&quot; }
        end


    -- MaratisPlayer
    project &quot;MaratisPlayer&quot;
        kind &quot;ConsoleApp&quot;
        language &quot;C++&quot;

        files { sourcesDir .. &quot;Maratis/Player/**&quot; }
        links {
            &quot;MaratisCommon&quot;, &quot;MGui&quot;, &quot;MEngine&quot;, &quot;MCore&quot;,
            &quot;npk_dev&quot;, &quot;bullet&quot;, &quot;tinyxml&quot;, &quot;freetype&quot;, &quot;glee&quot;, &quot;il&quot;, &quot;jpeg&quot;, &quot;png&quot;, &quot;zlib&quot;, &quot;lua&quot;
        }

        if os.is(&quot;macosx&quot;) then
            links {
                &quot;Cocoa.framework&quot;, &quot;OpenGL.framework&quot;, &quot;CoreServices.framework&quot;,
                &quot;Foundation.framework&quot;, &quot;IOKit.framework&quot;, &quot;OpenAL.framework&quot;, &quot;Sndfile&quot;
            }

        elseif os.is(&quot;windows&quot;) then
            links { &quot;User32&quot;, &quot;Shell32&quot;, &quot;Gdi32&quot;, &quot;Comdlg32&quot;, &quot;Winmm&quot;, &quot;libsndfile-1&quot; }
            if cygwin then links { &quot;opengl32&quot;, &quot;openal&quot; } else links { &quot;Opengl32&quot;, &quot;OpenAL32&quot; } end

        elseif os.is(&quot;linux&quot;) then
            links { &quot;sndfile&quot;, &quot;openal&quot;, &quot;X11&quot;, &quot;Xxf86vm&quot;, &quot;GL&quot;, &quot;dl&quot; }
            linkoptions { &quot;-Wl,-rpath=.&quot; }
        end

------------------------------------------------  THE END  ------------------------------------------------</code></pre></div><p>Instructions:<br />In the main maratis sources folder (containing branches, trunk...):<br />- put the above script in a premake4.lua file<br />- put the libsndfile file (from the sources or from the binary distribution)<br />- put the font and gui folders&nbsp; (from the sources or from the binary distribution)<br />- build</p><p>LINUX<br />- build using make &amp; GCC 4.6.3 on Ubuntu Precise <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /><br />- build using Code::Blocks 12.11 &amp; GCC 4.6.3 <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>- binaries on Ubuntu Precise <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /><br />- binaries on Slackware 14 <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> (may require libopenal.so.1)</p><p>WINDOWS<br />- build using vs2010 <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /><br />- build using Code::Blocks minGW <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /><br />- build using Code::Blocks &amp; Cygwin <img src="http://forum.maratis3d.com/img/smilies/sad.png" width="15" height="15" alt="sad" /> (cf issue #6 in the bug tracker)</p><p>- vs2010 binaries on Windows using Wine <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /><br />- codeblocks minGW binaries on Windows using Wine <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>TODO: fix assimp for cygwin</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Tue, 08 Oct 2013 06:55:22 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=5395#p5395</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1915#p1915</link>
			<description><![CDATA[<p>That sounds great! Having one set of scripts for all platforms would help me a lot <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Of course, with your currest setup, anything made against your version of Maratis wouldn&#039;t be compatible with the stock Maratis, unless Anael adopts your restructuring into the main repository. To be honest, I prefer having MEngine, MCore and MGui as separate shared libraries. I was wondering about the things in Common myself, I&#039;m not adverse to creating that as a separate library, or linking it into any other existing target.</p><p>I don&#039;t mean this to sound too harsh. It&#039;s great work you&#039;ve done. Would love to get my hand on it at some point <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[dummy@example.com (Nistur)]]></author>
			<pubDate>Mon, 23 Apr 2012 09:09:11 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1915#p1915</guid>
		</item>
		<item>
			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1911#p1911</link>
			<description><![CDATA[<p>I started working on the premake4 build system for Maratis again, all of MSDK and MCommon builds with a few warnings. I did have to go in and change some preprocesor #defines Example Linux to __linux__ and Win32 and to _Win32 there was also an error in MCore ... MGui &lt;-- one of those <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> src file were an include was asking for one of its own headers with &lt;&gt; instead of &quot;&quot; that was causing the build to also fail. </p><p>Anyways.</p><p>If you build Maratis from the top level dir you get MCore, MEngine, MGui and Common(MCommon&nbsp; &lt;-- I renamed it) all built into a single Shared or Static (Release or Debug) library.</p><p>If you build from any subdirectory like in MCommon then you get MCommon and all its sub librarys as a shared or static library.</p><p>If you build from MCommon/MLoaders then you would get MLoaders as a shared or static library.</p><p>So depending on were in Maratises dir structure you build from will depend on what you get. You could have a single shared library that contained everything or a shared library for every class.</p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Sun, 22 Apr 2012 23:38:15 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1911#p1911</guid>
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			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1340#p1340</link>
			<description><![CDATA[<p>I prefer development on open source OSs too in general, it&#039;s just that, when it comes to debugging, the visual studio debugger has so many nice features. It&#039;s possible to do most of them with gdb, but much as I usually live on the command line in Linux, the visual studio debugger is so polished that it makes life so much simpler. Like I said, the debugger is the one thing that I really love that Microsoft have made. Also, you can edit and continue. On a large project, that saves _hours_</p><p>I had a look at fossil before, it looks really cool. I am really falling in love with distributed version control (see my <a href="http://forum.maratis3d.com/viewtopic.php?id=284">rant about a particular source control system beginning with P</a>) however, I also like having somewhere to back up my work, preferably off site. Not having a big project means that I can&#039;t realistically expect other people to provide a backup mirror. As such, I&#039;m going to be sticking with git for now <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> Also, sourcerepo have provided me with redmine, which pretty much covers everything else <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> I will definitely have more of a play around with fossil, it&#039;s good to know that it&#039;s worth looking into <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[dummy@example.com (Nistur)]]></author>
			<pubDate>Sun, 29 Jan 2012 10:49:51 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1340#p1340</guid>
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			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1338#p1338</link>
			<description><![CDATA[<p>Started working with Maratis on Win7 using Visual C++ 2008 and Premake, and also testing on FreeBSD 9.0 &amp; Illumos(Open Solaris)</p><p>Software Development on Windows is nothing like Software Development on Linux, FreeBSD or Solaris that&#039;s for sure.</p><p>I defiantly prefer working on Linux and BSD system&#039;s but Windows isn&#039;t bad, somethings are &quot;ALOT&quot; harder to do on Window compared to and opensource os. And there are a lot of really cool core os features Windows is missing, but anyways just stopped to let you know I am still working on Maratis with Premake.</p><p>You also might want to checkout Fossil <a href="http://fossil-scm.org/index.html/doc/trunk/www/index.wiki">http://fossil-scm.org/index.html/doc/tr &#133; index.wiki</a><br />its a version control system, thats what I use and I really like it. No I love it <img src="http://forum.maratis3d.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Sat, 28 Jan 2012 22:54:32 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1338#p1338</guid>
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			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1102#p1102</link>
			<description><![CDATA[<p>I am usually a Linux user too, which is one of the main reasons why I found and like Maratis so much. However, being a professional game developer, the one thing which I have come to love that Microsoft made is the debugger. I can, and have, used GDB. It just doesn&#039;t compare though. So for now I&#039;m sticking with Windows for most of my coding (although only on my PC, when I&#039;m away from home I use my laptop which only has Archlinux on it)</p><p>But yes, I like the look of premake4</p>]]></description>
			<author><![CDATA[dummy@example.com (Nistur)]]></author>
			<pubDate>Sat, 14 Jan 2012 17:11:54 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1102#p1102</guid>
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			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1100#p1100</link>
			<description><![CDATA[<div class="quotebox"><cite>Nistur wrote:</cite><blockquote><p>If you can get this working, I think it would be an ideal method myself as it would mean only maintaining one build system/project format and yet having support for everything. Scons does that to a degree and is quite good at it, but unfortunately doesn&#039;t create things like VS project files, so using an IDE requires maintaining the project separately.</p></blockquote></div><p>I can get it working for all platforms.</p><p>But I will be honest with you I am a Linux user so you will see stuff for Linux that might not be available<br />for Windows or Mac. </p><p>For instance I have ARM v4, 5, 6 cross-compiled toolchains already for Maratis once I have an ARM v7 toolchain<br />then Maratis will work on every mobile Linux device that support OpenGL ES out of the box. </p><p>A battery&#039;s included type of thing.</p>]]></description>
			<author><![CDATA[dummy@example.com (zester)]]></author>
			<pubDate>Sat, 14 Jan 2012 16:57:32 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1100#p1100</guid>
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			<title><![CDATA[Re: Premake4 Build Scripts]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=1097#p1097</link>
			<description><![CDATA[<p>If you can get this working, I think it would be an ideal method myself as it would mean only maintaining one build system/project format and yet having support for everything. Scons does that to a degree and is quite good at it, but unfortunately doesn&#039;t create things like VS project files, so using an IDE requires maintaining the project separately.</p>]]></description>
			<author><![CDATA[dummy@example.com (Nistur)]]></author>
			<pubDate>Sat, 14 Jan 2012 16:35:06 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=1097#p1097</guid>
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