[Kde-games-devel] KDE4.3, a Job well done.

Casper van Donderen casper.vandonderen at gmail.com
Thu Aug 6 17:44:34 CEST 2009


But if I compile kdegames now ggz-client-libs cannot be found. Because I cannot easily compile it, therefore I lose all multiplayer options on Windows:
------Original Message------
From: Josef Spillner
To: KDE games development
ReplyTo: KDE games development
Subject: Re: [Kde-games-devel] KDE4.3, a Job well done.
Sent: Aug 6, 2009 17:40

Am Donnerstag, 6. August 2009 17:18:35 schrieb Casper van Donderen:
> Is there any work being done on porting GGZ to Cmake? That will make it a
> lot easier to compile on Windows.

All the GGZ-KDE (KGGZ) packages use cmake. Our philosophy is "stick to the 
target platform", which means that we use e.g. ant for ggz-java, and think 
about replacing the current automake setup in ggz-python with python-
setuptools.

For the base libraries and tools written in C, I'm not sure we can easily 
migrate away from autotools. These libraries are primarily used by GNOME Games 
and that's what they're used to. If we ever attract C developers, they will 
more likely be familar with autotools than with cmake.

Having said that, they're playground/buildsystem in GGZ SVN which has some 
experimental stuff, including scons/waf and more cmake macros. If anybody 
contributes an alternative build system to any of our packages, we surely 
wouldn't reject it.

About GGZ for Windows: This is a topic which comes up every few months, gets 
some attention, seems to work and then nobody cares about it anymore 
(especially not me). It builds just fine with MingW I think, but nobody 
maintains the port actively. The difficulty is not so much the build system 
but more the fact that there's no modern POSIX API available on Windows.
Note that the native KDE libraries (e.g. all those currently in libkdegames) 
are not affected by this, only the wrapper C++ wrapper libraries to some 
extent.

Josef



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