4.6 KiB
Although most of the code is platform-independent, some per-platform functionality is required.
By default Core.h
tries to automatically define appropriate backends for your system. Define CC_BUILD_MANUAL
to disable this.
Before you start
- IEEE floating-point support is required. (Can be emulated in software, but will affect performance)
- The
int
data type must be 32-bits. - 32-bit addressing (or more) is required.
- Support for 8/16/32/64 integer types is required. (your compiler must support 64-bit arithmetic)
- At least around 2 MB of RAM is required at a minimum
- At least 128 kb for main thread stack size
In summary, the codebase can theroetically be ported to any modern-ish hardware, but not stuff like a UNIVAC machine, the SuperFX chip on the SNES, or an 8-bit microcontroller.
Supported platforms
Tier 1 support
These platforms are regularly tested on and have executables automatically compiled for.
Platform | Testing | Support |
---|---|---|
Windows x86/x64 | Mostly tested on 7+ | Should work in all Windows versions |
macOS x86/x64 | Mostly tested on 10.12 | Should work in all macOS versions since 10.3 |
Linux x86/x64 | Mostly tested on Linux Mint | Should work in most Linux distributions |
Web client | Mostly tested in Chrome | Should work in all browsers with WebGL (including IE) |
Note: Updating doesn't work properly in Windows 95 or Windows 98
Tier 2 support
The game has been compiled and run on these platforms before. It may or may not still compile for them.
I don't really test these platforms at all, only when I suspect some changes to the code might impact them.
Platform | Machine | Notes |
---|---|---|
macOS x86 | macOS 10.4 | |
FreeBSD x86 | FreeBSD | x64 should work too |
NetBSD x86 | NetBSD | x64 should work too |
OpenBSD x86 | OpenBSD | x64 should work too |
Solaris x86 | OpenIndiana | x64 should work too |
macOS PPC | macOS 10.3 | PPC64 completely untested |
Linux PPC | Debian | Issues with colour channels incorrectly swapped? |
Linux ARM | Raspberry pi | ARM64 should work too |
Linux SPARC | Debian | Didn't really work due to lack of 24-bit colours |
Linux Alpha | Debian | |
HaikuOS | Nightly |
Porting
Listed below are the requirements for implementing each platform-dependent file.
When porting to other platforms, you should try to leverage existing backends when possible.
Only cross platform backends are listed below.
Platform
General platform specific functionality.
- Get exe path, start/exit process, open url in browser
- Dynamic library management
- Allocate, free, copy, set memory
- Current system time, stopwatch time
- File I/O, Directory I/O, Socket I/O
- Threading, signalable wait, mutex
- Drawing/measuring native font
- Native font text drawing and measuring
- Encrypt/decrypt data, getting command line args
Define:
CC_BUILD_POSIX
- Use posix API
posix note: Some functions are not covered. (stopwatch, getting exe path, open url in browser) These must still be implemented for each operating system
Window
Create a window, show a dialog window, set window contents, keyboard/mouse input
Also monitor size, clipboard, cursor, raw relative mouse movement (optional)
Define:
DEFAULT_WIN_BACKEND CC_WIN_BACKEND_X11
- Use X11/XLib (unix-ish) (glX)DEFAULT_WIN_BACKEND CC_WIN_BACKEND_SDL2
- Use SDL2 library (SDL2)
If using OpenGL, also OpenGL context management
Logger
Dump registers and backtrace, log unhandled errors (e.g. invalid memory read)
Define:
CC_BUILD_POSIX
- use POSIX api
posix note: Register access is highly dependent on OS and architecture.
(e.g. Linux uses &r.gregs[REG_EAX] while FreeBSD uses &r.mc_eax)
Audio
Play multiple audio streams with varying sample rates
Define:
DEFAULT_AUD_BACKEND CC_AUD_BACKEND_OPENAL
- use OpenALCC_BUILD_NOAUDIO
- stub audio implementation (silent)
3D Graphics
Texturing, depth buffer, alpha, etc (See Graphics.h for full list)
Define:
DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL1
- Use legacy OpenGL (1.5/1.2 + ARB_VERTEX_BUFFER_OBJECT)CC_BUILD_GL11
- Use OpenGL 1.1 features only
DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL2
- Use modern OpenGL shadersCC_BUILD_GLES
- Makes these shaders compatible with OpenGL ES
DEFAULT_GFX_BACKEND CC_GFX_BACKEND_SOFTGPU
- Use built in software rasteriser
HTTP
HTTP, HTTPS, and setting request/getting response headers
Define:
DEFAULT_NET_BACKEND CC_NET_BACKEND_BUILTIN
- use built in simple HTTP backendDEFAULT_NET_BACKEND CC_NET_BACKEND_LIBCURL
- use libcurl for HTTP
Supporting connection reuse is highly recommended. (but not required)