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Simplify, update outdated information
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Although most of the code is platform-independent, some per-platform functionality is required.
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By default I try to automatically define appropriate backends for your system in `Core.h`. Define ```CC_BUILD_MANUAL``` to disable this.
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By default `Core.h` tries to automatically define appropriate backends for your system. Define ```CC_BUILD_MANUAL``` to disable this.
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## Before you start
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* IEEE floating support is required. (Can be emulated in software, but will affect performance)
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* int must be 32-bits. 32-bit addressing (or more) is required.
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* IEEE floating-point support is required. (Can be emulated in software, but will affect performance)
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* The `int` data type must be 32-bits.
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* 32-bit addressing (or more) is required.
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* Support for 8/16/32/64 integer types is required. (your compiler must support 64-bit arithmetic)
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* At least around 2 MB of RAM is required at a minimum
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* At least 128 kb for main thread stack size
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In other words, the codebase can theroetically be ported to any modern-ish hardware, but not stuff like a UNIVAC machine, the SuperFX chip on the SNES, or an 8-bit microcontroller.
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In summary, the codebase can theroetically be ported to any modern-ish hardware, but not stuff like a UNIVAC machine, the SuperFX chip on the SNES, or an 8-bit microcontroller.
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## Supported platforms
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**Note:** Some of these machines are just virtual machines. Should still work on real hardware though.
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#### Tier 1 support
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These platforms are regularly tested on and have executables automatically compiled for. (see buildbot.sh)
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These platforms are regularly tested on and have executables automatically compiled for.
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|Platform|Machine|Notes|
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|Platform|Testing|Support|
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|--------|-------|-----|
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|Windows x86/x64 | Windows 7 |
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|macOS x86/x64 | macOS 10.12 |
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|Linux x86/x64 | Xubuntu 14 |
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|Web client | Chrome |
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|Windows x86/x64 | Mostly tested on 7+ | Should work in all Windows versions
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|macOS x86/x64 | Mostly tested on 10.12 | Should work in all macOS versions since 10.3
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|Linux x86/x64 | Mostly tested on Linux Mint | Should work in most Linux distributions
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|Web client | Mostly tested in Chrome | Should work in all browsers with WebGL (including IE)
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Note: Updating doesn't work properly in Windows 95 or Windows 98
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#### Tier 2 support
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These machines are far less frequently tested on, but are otherwise same as tier 1 support.
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|Platform|Machine|Notes|
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|--------|-------|-----|
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|Windows x86 | Windows 2000 |
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|Windows x86 | 98 + KernelEX | Updating doesn't work
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|Windows x64 | Windows 10 |
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|ReactOS | ReactOS |
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|Linux x64 | Arch linux |
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|Linux x64 | Linux Mint |
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|Linux x64 | Kubuntu |
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|Linux x64 | Debian |
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|Linux x64 | Fedora |
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|Linux x86/x64 | Lubuntu |
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|Web client | Firefox |
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|Web client | Safari |
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|Web client | Edge | Cursor doesn't seem to disappear
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#### Tier 3 support
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The game has been compiled and run on these platforms before. It may or may not still compile for them.
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I don't really test these platforms at all, only when I suspect some changes to the code might impact them.
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@ -64,8 +47,8 @@ I don't really test these platforms at all, only when I suspect some changes to
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## Porting
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Listed below are the requirements for implementing each platform-dependent file.
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You should try to take advantage of existing backends when porting to other platforms.
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Listed below are the requirements for implementing each platform-dependent file.<br>
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When porting to other platforms, you should try to leverage existing backends when possible.<br>
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Only cross platform backends are listed below.
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### Platform
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@ -93,8 +76,8 @@ Create a window, show a dialog window, set window contents, keyboard/mouse input
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Also monitor size, clipboard, cursor, raw relative mouse movement (optional)
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Define:
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- ```CC_BUILD_X11``` - Use X11/XLib (unix-ish) (glX)
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- ```CC_BUILD_SDL``` - Use SDL library (SDL)
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- ```DEFAULT_WIN_BACKEND CC_WIN_BACKEND_X11 ``` - Use X11/XLib (unix-ish) (glX)
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- ```DEFAULT_WIN_BACKEND CC_WIN_BACKEND_SDL2``` - Use SDL2 library (SDL2)
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If using OpenGL, also OpenGL context management
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@ -112,24 +95,24 @@ posix note: Register access is highly dependent on OS and architecture.
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Play multiple audio streams with varying sample rates
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Define:
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- ```CC_BUILD_OPENAL``` - use OpenAL
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- ```DEFAULT_AUD_BACKEND CC_AUD_BACKEND_OPENAL``` - use OpenAL
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- ```CC_BUILD_NOAUDIO``` - stub audio implementation (silent)
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### 3D Graphics
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Texturing, depth buffer, alpha, etc (See Graphics.h for full list)
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Define:
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- ```CC_BUILD_D3D9``` - Use Direct3D9
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- ```CC_BUILD_GL``` - Use OpenGL (1.5/1.2 + ARB_VERTEX_BUFFER_OBJECT)
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- ```CC_BUILD_GL11``` - Use OpenGL 1.1 features only
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- ```CC_BUILD_GLMODERN``` - Use modern OpenGL shaders
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- ```CC_BUILD_GLES``` - Makes these shaders compatible with OpenGL ES
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- ```DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL1``` - Use legacy OpenGL (1.5/1.2 + ARB_VERTEX_BUFFER_OBJECT)
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- ```CC_BUILD_GL11``` - Use OpenGL 1.1 features only
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- ```DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL2``` - Use modern OpenGL shaders
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- ```CC_BUILD_GLES``` - Makes these shaders compatible with OpenGL ES
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- ```DEFAULT_GFX_BACKEND CC_GFX_BACKEND_SOFTGPU``` - Use built in software rasteriser
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### HTTP
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HTTP, HTTPS, and setting request/getting response headers
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Define:
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- ```CC_BUILD_HTTPCLIENT``` - use built in simple HTTP backend
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- ```CC_BUILD_CURL``` - use libcurl for HTTP
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- ```DEFAULT_NET_BACKEND CC_NET_BACKEND_BUILTIN``` - use built in simple HTTP backend
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- ```DEFAULT_NET_BACKEND CC_NET_BACKEND_LIBCURL``` - use libcurl for HTTP
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Supporting connection reuse is highly recommended. (but not required)
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