Comments (4)
Oh, okay. Personally I just wanted to know if it was possible to do so, and any confirmation is good enough for me. I do know someone who did managed to get another codebase cross-compiled from C++ so I think for this project it'll be feasible. I might try at some point but hopefully it isn't too bad
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In the beginning I remember I used to cross compile the framework with MinGW (Linux as a host and Windows as a target). I then moved to a dual boot configuration for my workstation and now I compile and test on MSVC and MSYS2 on Windows.
I think cross compiling with MinGW should still work. I walked away from it as I needed to ensure that MSVC compilation worked and, most importantly, ensure that the binaries actually ran on Windows. 😄
from ncine.
Just to know. But the binaries you compiled from the Linux host through MinGW-w64 were able to run on the Windows host, right?
from ncine.
Just to know. But the binaries you compiled from the Linux host through MinGW-w64 were able to run on the Windows host, right?
It was a long time ago, I don't remember the details. 🤔
Anyway, as I needed a Windows installation to test it, I decided to configure a dual boot, install Visual Studio, and build, debug and run on the same system.
If you decide to configure a cross-compile toolchain, let me know if you manage to build and run the framework. 😉
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Related Issues (17)
- CMake generate android-libraries-build does not generate nCine-android-external HOT 1
- Continuous Integration issues
- Build nCine with the OpenGL ES support (on Linux). HOT 2
- What about a package manager? HOT 1
- nCine onboarding for Windows feedback HOT 4
- Multiple viewports and cameras
- Add support for the EFX OpenAL extension
- Custom Shaders
- error while loading shared libraries: libGLEW.so.2.2: cannot open shared object file: No such file or directory HOT 2
- Suggest: add a guide about how to build for linux HOT 1
- Please support MSYS2 MINGW64 HOT 4
- CMAKE Error - Strange ??? HOT 1
- Resource reloading and fault tolerance HOT 1
- Minor bugs and improvements
- Move template scripts inside the engine
- Reloading and fault tolerance for Lua scripts
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