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Build System Issues #22
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#23 was merged about an hour after this comment :) Not sure how compatible Linux Docker images are with mac, but it should be a start. My goal is to make it simple to build portable libs that can be bundled with a release for the major platforms. I have a very tight deadline, but spent the extra bit of time to get all three working in Docker because it's really really nice for repeatability. I tried to preserve the scons builds for OSX, but haven't tested there. If the Docker container works then I'd suggest that it's not important to have native builds (but a pr is welcome :) ) |
Should be fixed by #25 ? |
If it's not all fixed, I will branch and reset so we still have the old
per-platform compilation.
…On Tue, May 12, 2020 at 7:54 AM Brody Eller ***@***.***> wrote:
I know I messaged in a now closed issue about a month and a half ago about
the build setup of this repo. Since then, major changes have been merged
that significantly change the way everything is built. While I agreed with
@jamie-pate <https://github.com/jamie-pate> that using the system
installed ffmpeg libs wasn't great, I disagree with the build setup as it
stands right now.
As far as I can tell, support for compiling on macOS and Windows has been
dropped in favor of cross-compiling on Linux. It's nice to be able to
cross-compile but I do a significant portion of development on macOS and I
feel compiling from the host system to the host system should be the
priority.
As for how to manage the ffmpeg dependency, I'm proposing that the user
uses their system package manager(pacman, brew, MSYS2) to install ffmpeg
dependencies, e.g. libvorbis, x264, etc. Then a specific release/commit of
ffmpeg is cloned to the user's machine, compiled with the specified flags,
and installed to a third party directory in the godot-videodecoder folder.
Then we can point scons to this directory.
I know you guys have been up to a lot recently in changing the build
system but at the moment it's broken for me being on macOS. I've been
looking through jamie's repos and it kind of looks like he's trying to set
up docker? I'm not sure, and I'm definitely no expert on build systems but
let me know what you think!
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I know I messaged in a now closed issue about a month and a half ago about the build setup of this repo. Since then, major changes have been merged that significantly change the way everything is built. While I agreed with @jamie-pate that using the system installed ffmpeg libs wasn't great, I disagree with the build setup as it stands right now.
As far as I can tell, support for compiling on macOS and Windows has been dropped in favor of cross-compiling on Linux. It's nice to be able to cross-compile but I do a significant portion of development on macOS and I feel compiling from the host system to the host system should be the priority.
As for how to manage the ffmpeg dependency, I'm proposing that the user uses their system package manager(pacman, brew, MSYS2) to install ffmpeg dependencies, e.g. libvorbis, x264, etc. Then a specific release/commit of ffmpeg is cloned to the user's machine, compiled with the specified flags, and installed to a third party directory in the godot-videodecoder folder. Then we can point scons to this directory.
I know you guys have been up to a lot recently in changing the build system but at the moment it's broken for me being on macOS. I've been looking through jamie's repos and it kind of looks like he's trying to set up docker? I'm not sure, and I'm definitely no expert on build systems but let me know what you think!
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