Open Cool-Gamer opened 6 years ago
I'd also love to have Windows builds, however, at this point, I'm the only active developer in the OpenSWE1R community (although Olganix does an awesome job on the OpenSWE1R related Sw_Racer project) and I don't typically use Windows. There is also a huge performance issue with Windows right now (See #71 ) which I'd like to address first (which is a priority issue - if anybody wants to work on Windows deployment right now, I'd be happy).
Note that we already have AppVeyor CI and Travis CI. So theoretically the builds are already created for each change - they are simply not deployed or hosted yet.
Please use our gitter channel for unrelated questions (someone should finally do #125 ):
Does the new engine only output in OpenGL, or is it capable of outputting in DirectX 6?
It only does OpenGL 3.3 Core. There is also a branch which does OpenGL ES 2.0 but some features are missing. Using Direct3D6 is not currently possible, but I'd like to bring it back in the future. Even on Windows, all Windows functions are being emulated too. Ideally we'd also be able to turn this emulation on or off seperately.
I wrote the link below in case you want to take a look at it.
I'm very familiar with all the other projects and ways to run SWE1R. I intend to be more active on vogon (and similar forums) to attract other developers too.
Thank you very much for the detailed reply. I look forward to playing this game in your new engine when it is ready. Star Wars Racer is one of my all time favorites. I am sure that it will look amazing with all the additional graphical features that you will implement over time.
@JayFoxRox AppVeyor has Artefacts which are quite easy to configure and would allow up to date Windows Binaries for every commit/PR with very little work
@TcT2k I'm well aware of this. But it would still require picking the correct dependencies / DLLs and configuration. I also don't really like downloading from AppVeyor directly, so I'd want to use GitHub Releases.
Citra (which I've worked on previously) has automated all of this, and I'd like a similar solution for OpenSWE1R. The solution in Citra can be seen here and partially here. Citra even has a webfrontend for GitHub Releases.
We just need someone to implement this sort of stuff properly.
It's simply an issue with prioritization and manpower. This has no priority for me, as I'm mostly interested in new developers at this point, not users (and developers have to build their binary anyway). Windows is probably the only platform which desperately needs deployment. I also don't enjoy working with CMake or the CI systems, and I don't even use Windows; so I can't easily test these builds either.
If you want to work on writing code to pick the proper files & deployment, then you are welcome to do so: Join our gitter, prototype deployment on your repo, and then I'm willing to let you modify our CI secrets to merge it into master. But until someone puts the work into it, it's not going to happen. Olganix and I are already spending hours reverse engineering every day (which is more important to us), so we don't have time for CI.
Hello,
Thanks for this amazing engine remake project. Can you post Binary builds for windows? Many non-programmer people (like me) do not have development environments set up on their PCs. I would love to try this engine with the original CD that I have. I have Windows 7 Ultimate 64bit OS.
Does the new engine only output in OpenGL, or is it capable of outputting in DirectX 6?
I have tutorial thread for this game on Vogons forums, where we were able to get it to run on modern systems using dgVoodoo2 wrapper that translates Directx6 to DirectX11. I wrote the link below in case you want to take a look at it. http://www.vogons.org/viewtopic.php?f=59&t=57504
Thanks.