Guest moonscapex Posted November 26, 2009 Report Posted November 26, 2009 Hello Everybody, I was just playing BZFlag (BZFlag Website) when I thought that it would be great to have on my Mio. The source code is freely available and written mostly in C++. I am a software developer in other languages but I'm learning C and C++ soon, so I can't port it. Heres some info about porting (taken from the source code). PORTING guide for bzflag Follow these steps to port bzflag to a new platform. Say the new platform is named `foo'. * in src/platform/: * this step may be skipped if the platform you're porting to supports SDL and you do not want to have native graphics/audio, as there are preexisiting SDL* platform files. * implement the following files, as necessary, using an appropriate prefix instead of Foo. it may be possible to use existing files as is, or to reuse existing code (by copying). * FooPlatformFactory * FooDisplay * FooMedia * FooVisual * FooWindow * add the platform dependent files to Makefile.am with appropriate 'if' guards. * try building * modify configure.in for your platform - particularly to set the proper CFLAGS/CXXFLAGS and to insure that needed libraries (e.g. OpenGL, curses) can be found. * fix errors. errors are typically caused by missing include files and a missing/different BSD sockets API. make as few changes as possible to avoid breaking other platforms. avoid #if/#endif when you can. * fix warnings. (most) warnings are there for a reason. listen to what they're saying and fix the code. bzflag should compile cleanly (zero warnings). * in package: * create a makefile to build a package for your platform. a package includes all the files necessary for installing bzflag on the platform. some platforms provide a standard software management tool (e.g. RPM on RedHat Linux and swmgr on Irix); ideally, the package is built for that tool. On UNIX, a gzipped tar file with an install shell script may be sufficient. The Win32 package is a self extracting executable with a GUI front end. Most of the bzflag code is portable C++, but there are two API's that are not encapsulated: OpenGL and BSD sockets. The OpenGL API should not present a problem, unless you intend to port to some other graphics API for some reason, since it's identical on all platforms. GL/gl.h provides a #define to identify the version of OpenGL. All OpenGL code that's not version 1.0 compatible should be #ifdef/#endif guarded and, if possible, also implemented with version 1.0 code for platforms that don't support the later versions. The BSD socket API may cause some trouble if you're not porting to some flavor of UNIX. Encapsulating network code is on the to do list. Some platform differences are handled using #ifdef/#endif directives. These are to be avoided when possible as they make the code harder to read and can lead to platform differences when code is updated for some, but not all, platforms. Please make use of autoconf's HAVE_* defines rather than platform-specific predefines...code for features, not for platforms. Inherently non-portable code is under src/platform. It encapsulates windowing and audio subsystems. (It also includes code to read image and audio files, for historical reasons.)[/codebox] Is a port possible?
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