Core Game Dev Environment

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Aycheff
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Core Game Dev Environment

Post by Aycheff »

Hi,

(First off let me say that I didn't know which forum this belonged in, so feel free to move it if necessary.)

Ok, for those who do development on the core game, what dev environment (IDE/compiler/etc) do you use? Are you doing this on Windows? Mac? Linux?

I may have an opportunity to teach a class in either Objective-C or Python at the college where I work, and I was wondering what options my students and I would have if I decide to go with Objective-C.

Thanks in advance!

HF

PS The choice of language would be mine, and since I don't really know either O-C or Python, making myself teach a class would be a great way to learn it myself :)
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cim
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Re: Core Game Dev Environment

Post by cim »

Oolite development takes place on all three platforms.

On Mac, it compiles through the XCode IDE; on Linux and Windows it uses gcc as the compiler (and the GNUstep standard library). You could use clang as the Windows/Linux compiler instead.

I use emacs as the editor on Linux. Any decent programmer's text editor or IDE should be suitable, though.

Windows is the trickiest platform of the three, as neither gcc nor the GNUstep standard library is native to or particularly well-supported on Windows. On that platform, you would need as we do to supply a pre-built compiling environment based on MinGW or Cygwin, or it might be several lessons in before "Hello World" worked. Mac is certainly the easiest environment - the Cocoa standard library is better than GNUstep, XCode is a good IDE, and Objective-C 2 support is much better.
another_commander
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Re: Core Game Dev Environment

Post by another_commander »

Hi

Windows port maintainer here. I am using MinGW GCC 4.7.1/Msys as development environment, an (almost) exact copy of which you can download from here (see this thread if you want to use it for building the game). Editor of choice is Notepad++ and I believe that's about it, really. For debug I normally use gdb, which is included in the MinGW distribution, or continuous logging of events as the game runs.

Development is happening simultaneously on all three main platforms and we try to keep the code as portable as possible.
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