Raydium 3D Game Engine https://memak.raydium.org/ |
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64-bit https://memak.raydium.org/viewtopic.php?f=10&t=767 |
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Author: | ngolian [ Fri Apr 11, 2008 6:29 pm ] |
Post subject: | 64-bit |
Can it be compiled on/for x86_64? I tried with 1.2, but the version of ode it comes with won't compile because OPCODE has been designed to only work on 32-bit systems. Debian amd64 has ode packages which use GIMPACT instead of OPCODE. Can I make Raydium/ManiaDrive use the Debian packages instead or are there other things, eg assembly code, which make it 32-bit only? |
Author: | ouille [ Fri Apr 11, 2008 7:04 pm ] |
Post subject: | |
Hello, I'm working on the windows version of raydium. I never hear about running raydium on 64bits system. I thought that ode building for 64bits system was resolved, but perhaps i'm wrong. You can try to build using ode 64 bit package. I don't think there is assembly or something like this but ... Post your results ! Have a nice day Ouille |
Author: | ngolian [ Sat Apr 12, 2008 11:14 pm ] |
Post subject: | |
I got it to compile but it crashes at the end of the countdown when starting a game - it looks to be in GIMPACT ironically enough. I tried the Windows version and didn't really like it anyway. I wish they'd tried to make it fun instead of annoyingly difficult. |
Author: | ouille [ Sat Apr 24, 2010 3:00 pm ] |
Post subject: | Re: 64-bit |
Hello, You probably have to configure ode. Normaly raydium build doesn't use gimpact but opcode. Verify in config.h or something like this. Have a nice day. Ouille |
Author: | Xfennec [ Mon Apr 26, 2010 1:57 pm ] |
Post subject: | Re: 64-bit |
(just a quick side note: I've tested the current "32 bit SDK" with a windows 7 64 bits, and all worked nice. I was afraid of some UAC restrictions, mainly about writing into user's directory, but everything is OK. Nice ! ) |
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