Author Topic: Compiling GAE on Windows  (Read 2128 times)

hailstone

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Compiling GAE on Windows
« on: 14 October 2008, 14:14:28 »
This is the week before assignments are due so I have been quite busy working on them and unfortunately haven't been able to get GAE compiling on Windows yet. Now for some good news: I found a win32 binary of GAE 0.2.7 that Daniel had made for those that can't wait.

"Extract windows install file into Glest 3.1.2 directory (it will overwrite one file, menu.xml)". I'm not sure which exe, both seemed to work.

I will keep trying to get it compiling but it might not happen until this semester is finished in a few weeks.
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jrepan

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Re: Compiling GAE on Windows
« Reply #1 on: 15 October 2008, 17:52:08 »
I suggest using CMake instead of Automake. So we should be able to use build system system for all platforms. Also CMake is simpler than Automake.

mictes

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Re: Compiling GAE on Windows
« Reply #2 on: 15 October 2008, 18:17:27 »
Please, go on

hailstone

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Re: Compiling GAE on Windows
« Reply #3 on: 18 October 2008, 11:29:25 »
Glest uses Perforce Jam, which is cross platform, not automake. You might be thinking of autogen. I will take a look at CMake anyway.
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daniel.santos

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Re: Compiling GAE on Windows
« Reply #4 on: 24 October 2008, 10:56:16 »
Quote from: "hailstone"
"Extract windows install file into Glest 3.1.2 directory (it will overwrite one file, menu.xml)". I'm not sure which exe, both seemed to work.

The only difference is that the sse2 version uses sse2 instructions, which most modern processors have now.  If you don't have that type of CPU, you'll get better performance out of the other one.

daniel.santos

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Re: Compiling GAE on Windows
« Reply #5 on: 28 October 2008, 02:02:56 »
There needs to be a good reason why to change a compile system that's working.. something about "if it aint broke...".  Also, keep in mind that Glest uses the exact same compile system.

I'm not familiar with CMake, but the Glest & GAE projects don't even use automake or make!  It uses aclocal and autoconf tools to create build files and them jam to do the actual build.

As far as compiling on windows, please see this old thread (the only thing that I think is out of date is that you need zlib now): http://www.glest.org/glest_board/viewto ... f=4&t=3271

jrepan

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Re: Compiling GAE on Windows
« Reply #6 on: 28 October 2008, 09:42:54 »
Quote from: "daniel.santos"
There needs to be a good reason why to change a compile system that's working.. something about "if it aint broke...".  Also, keep in mind that Glest uses the exact same compile system.
I think there should be one build system that works on all platforms.
Intresting article: http://lwn.net/Articles/188693. This is quite old article. CMake has improved(for example CMake now shows percentage) and KDE4 is fully compilable on all platforms.
Quote
I'm not familiar with CMake, but the Glest & GAE projects don't even use automake or make!  It uses aclocal and autoconf tools to create build files and them jam to do the actual build.
Autoconf is still hard to modify.

EDIT: If Autoconf and Jam are cross-platform and someone improves existing build system that it works for Windows(using Windows API and sockets) then there's no need to use CMake. Althrought I still would prefer CMake.

daniel.santos

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Re: Compiling GAE on Windows
« Reply #7 on: 28 October 2008, 20:51:54 »
yea, autoconf is a real pain IMO and jam does work on windows, the problem is either having jam use microsoft's compiler or compiling using gcc.  Microsoft's compiler has one advantage over gcc, cross-object file optimizations (they call it "whole program optimizations"), so from that aspect, being able to use their compiler on windows would be an advantage.  I guess somebody would just have to work up a Jamfile that would compile on windows (from a command line, maybe with cygwin or something, I dunno).

 

anything