JekSun97 / gdTree3D

Plugin for procedural generation of 3D trees of varying complexity for Godot Engine.
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other operating systems #3

Closed MachinistJohn closed 1 week ago

MachinistJohn commented 2 months ago

Not everyone uses windows, how about for linux and mac as well?

JekSun97 commented 2 months ago

@MachinistJohn I'm sorry, but I don't have these operating systems available to post ready-made assemblies for them, but the plugin supports them, you can build them yourself using SCons and send them to me, I'll be happy to add them to the release version

Smorty10 commented 2 months ago

I've just built the plugin just now for GNU/Linux for debug and release. libtree3d.linux.template_.zip

BUT! I personally don't use windows, but I would strongly urge @JekSun97 to try to build it on their own machine. Please Try scons platform=linux on your machine! I have had difficulties compiling windows and mac binaries on GNU/Linux, but maybe the compotebility is better from windows to GNU since GNU is FOSS and stuff...

FibreFoX commented 1 month ago

@JekSun97 you could try to use the Github runners to build these files, makes it more reproducable AND available for all operating systems

https://docs.github.com/en/actions/using-github-hosted-runners/about-github-hosted-runners/about-github-hosted-runners

JekSun97 commented 4 weeks ago

I've just built the plugin just now for GNU/Linux for debug and release. libtree3d.linux.template_.zip

@Smorty10 Thank you! While I'm about to release the new version, could you please compile "Master" with the new changes so I can release it.

JekSun97 commented 4 weeks ago

@JekSun97 you could try to use the Github runners to build these files, makes it more reproducable AND available for all operating systems

https://docs.github.com/en/actions/using-github-hosted-runners/about-github-hosted-runners/about-github-hosted-runners

To be honest, this is the first time I've heard about this :) I'll figure this out in a few days and try to put something together, thanks

FibreFoX commented 4 weeks ago

@JekSun97 They are just some YAML files, where you configure "reproducable steps" for the github provided build servers. By using some "magic", you even can create releases. But it removes the need for your device having installed all the needed stuff (or even having to have the other OS installed).

I might look into helping with this, if needed 😸

Malidos commented 2 weeks ago

Here are both up to date build templates for macOS (Apple Silicone and Intel architecture). They are unsigned so you need to bypass Apples security hoops. libtree3d.macos.template_.framework.zip

Sadly, the Linux builds kept failing, otherwise I would have uploaded them as well.

FibreFoX commented 2 weeks ago

@Malidos What is the command you've used to create the binaries for supporting Apple Silicon & Intel?

Malidos commented 2 weeks ago

@Malidos What is the command you've used to create the binaries for supporting Apple Silicon & Intel?

You build separately for arm64 and x86_64 architecture and then combine both libraries using the lipo command on macOS. It's also described in the official build instructions Compiling for macOS.

FibreFoX commented 2 weeks ago

@Malidos Thanks a lot, I will try to incorporate these steps in my Github Actions pipeline. Never done that before, so its a new topic for me.

FibreFoX commented 2 weeks ago

This was closed "by accident" while merging #5 too early. @JekSun97 can you re-open until my Github Actions stuff is finished?

FibreFoX commented 2 weeks ago

@Malidos @Smorty10 @JekSun97 Hi, can you check on your end, that these compiled binaries do work for you? These were created by my Github Actions workflow: https://github.com/FibreFoX/gdTree3D/actions/runs/10566459287

Just scroll down and find the binaries that are fitting for your needs. Would help me a lot to verify that I am on the right way.

In case you have no access (not THAT familiar with GH Actions yet), I've added them here too: binaries-linux-godot4.1-x86_32.zip binaries-linux-godot4.1-x86_64.zip binaries-linux-godot4.2-x86_32.zip binaries-linux-godot4.2-x86_64.zip binaries-linux-godot4.3-x86_32.zip binaries-linux-godot4.3-x86_64.zip binaries-macos-godot4.1.zip binaries-macos-godot4.2.zip binaries-macos-godot4.3.zip binaries-windows-godot4.1-x86_32.zip binaries-windows-godot4.1-x86_64.zip binaries-windows-godot4.2-x86_32.zip binaries-windows-godot4.2-x86_64.zip binaries-windows-godot4.3-x86_32.zip binaries-windows-godot4.3-x86_64.zip

Malidos commented 2 weeks ago

My macOS system could read all binaries successfully. I don't think they were any compile issues.

FibreFoX commented 2 weeks ago

@Malidos Do you mean "using the binaries that were provided" worked? I don't have access to a MacOS system with Apple Silicon, so I assumed maybe you have (because you provided files before).

EDIT: changed my answer ;) did not read properly at first

Malidos commented 2 weeks ago

@Malidos Do you mean "using the binaries that were provided" worked? I don't have access to a MacOS system with Apple Silicon, so I assumed maybe you have (because you provided files before).

The provided binaries macOS worked, at least those for x86_64. I can't test for Apple Silicone either. With simple build commands there isn't much that can go wrong with Scons on an macOS emulator.

FibreFoX commented 1 week ago

This time this issue should be solved ;)