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I think that's only with Linux's package management mess? Most commercial embedded/windows stuff I have seen usually vendored their dependencies in a thirdpart
by saidinesh5 3y ago
I think that's only with Linux's package management mess?
Most commercial embedded/windows stuff I have seen usually vendored their dependencies in a thirdparty/ folder AND fixed the toolchains they use. So the setup is always reproducible.
- Borg3 3y agoDunno, but for example I tried to compile Stalker SoC and it was very messy adventure. It took me whole day to build it (deps problems, compile errors) and it was such an disappointment because game just crashed. Maybe I will try again one day.
- Levitating 3y agoWell that's the X-ray engine for you
- Borg3 3y agoHehe, yeah ;) I ended up disassembling it, then looking at disasm + source code I removed dynamic shadows in DX8 renderer (I have weak GFX card, and in DX8 shadows look not good anyway) and patched the binary :)
- bombcar 3y agoA ton of work has to be done to build old minecraft mods from source. Doable, but often tricky.
- dormento 3y agoI do it that way with toolchains for exotic architectures. Its easier. (I'm from the "Hey as long as it works" school of thought).
- anthk 3y agoLinux and most projects will just compile straight with few dependencies or have the dependencies as submodules. I compiled a 1994 game just straight with few header changes. With Windows your need a huge VB6 IDE. Or a DOS emulator. Also, Direct Draw stuff under Windows > 7 will run at atrocious speeds, slower than literally emulating Windows 95 on qemu with no hardware acceleration. And lots of DX 7-8 games will be glitchy as hell.