multi platform compiling
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/05/2006 at 06:36, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9.521
Platform: Windows ;
Language(s) : C++ ;---------
Hi,it seems to me that we nowadays have to make 4 compilings in order to support all possible c4d platforms: windows 32, windows 64, macos ppc and macos ub. Right? To be sure everything will work, you have to buy 4 machines. And you will have to run at least 3 developping environments. I mean, this is TOO MUCH!
Isn't there a service that will do this annoying job? Maybe there are some people who will take this idea and offer this kind of service. I would pay - let's say - 100$ to get these compilations...
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/05/2006 at 15:52, xxxxxxxx wrote:
You can still run 32-bit Windows applications under Windows x64 and you can run Mac UB on PPC (although I've heard that there are differences between the PPC and Intel support to be aware of if you cannot test UB on Intel). So, you can theoretically still keep only two machines, but yes, you will need 3 development environments.
I find that once the projects are set up for a plugin, it's just a matter of moving the source/res files from my base machine to the others. Two words: platform-independence. If you try to keep several different OS versions of your source, you'll go loony. Make one version which handles all of the target platforms using preprocessor directives - code once, compile a few times, all done.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 15/05/2006 at 02:36, xxxxxxxx wrote:
OK, but you have to buy a 64Bit computer and Windows x64 first. And you also have to update the macos to Tiger in order to get XCode installed...
Maybe I will invest this money and offer the service I mentioned above :-). Then we will see...