saindd Posted June 22, 2015 Share Posted June 22, 2015 Following the work of CuppaDev on porting T2D to the web, i have decided to give T3D a shot. Unfortunately, it's been a dependency hell so far. Most problems arise from Windows-specific dependencies, such as DirectX and PhysX. What are the correct defines for compiling to UNIX platforms? Where i can find most compile-time library defines to disable everything, just to try the build? Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted June 22, 2015 Share Posted June 22, 2015 IIRC T3D relies a lot on what compiler you use to determine OS...When I tried to use GCC for T3D on Windows, it thought I was on Linux... Quote Link to comment Share on other sites More sharing options...
buckmaster Posted June 23, 2015 Share Posted June 23, 2015 Why not start with the Linux/OpenGL build? Using Emscripten sounds pretty awesome, though I don't even want to imagine what the performance will be like... Quote Link to comment Share on other sites More sharing options...
saindd Posted June 23, 2015 Author Share Posted June 23, 2015 Why does it need an ASM_NASM compiler? Quote Link to comment Share on other sites More sharing options...
saindd Posted June 23, 2015 Author Share Posted June 23, 2015 My biggest problem so far is that Torque insists on using it's own libraries, instead of relying on the ones provided by Emscripten (SDL, jpeg, etc.).How can i effectively disable the inclusion of those? Quote Link to comment Share on other sites More sharing options...
buckmaster Posted June 24, 2015 Share Posted June 24, 2015 There is still some inline assembly I imagine, hence nasm. Quote Link to comment Share on other sites More sharing options...
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