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#cmake

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До удивления мало людей знает о «Geometry Dash». Вещь древняя, но получила с год назад обновление до 2.2 версии. Игра выглядит неплохо, а во время работы видяху не грузит, процессор тоже не напрягает. Реально никак не нагружает, т.е. может работать почти на любом древнем компе.

Если играть не получается, нервы сдают или выбешивает, то всегда есть «Practice Mode», включаемый через ромбик зелёный (с возможностью удалять последние точки). На геймпаде, на клавиатуре, на мышке — пофигу, всё на одной кнопке.

Вообще, динамика у игры бодрая как и в старых видео-играх сродни Zool. Да разного типа и класса, но вот-вот ожидается платформер, как один из режимов, в новых версиях «Geometry Dash». Народ уже даже пощупал его через различные хаки-кряки.

Есть так же и open source реализация, которой требуются ресурсы от 2.2 или 2.1 версии «Geometry Dash», т.е. по графике абсолютно это тоже самое.
Поиграть в онлайне тоже можно, несколько разных вариантов встречалось, не в курсе каких версий, видимо С++код собранный как WASM, т.е. может быть сделанное как WebAssembly. Вариант с открытыми исходниками OpenGD как раз на плюсах и сборке через cmake как самой игры, так и движка. Очень может быть что онлайн варианты как раз и есть OpenGD, а не оригинальный «Geometry Dash».

#GeometryDash #OpenGD #cmake #c++ #games #gaming #lang_ru @Russia
hub.hubzilla.de-

Mini-rant ahead:

I'm delving into #cmake to try to make it build a compile_commands.json file to work with #retrocomputing C header files, specifically the #Psion SIBO C SDK (from the early 90s).

I don't actually want cmake to do anything but tell clangd what to do, so that I've got a working language server in NeoVim.

I don't need it to build any Makefiles, I don't need it to tell a compiler what to do. I just want clangd to treat my old 16-bit real mode code correctly, and that the header files are in ~/dosbox/sibo-c/SIBOSDK/include/.

Note that I can't point it at the compiler, because the compiler (TopSpeed) runs in DOSBox. There is no modern compiler that will work.

So... Do I have to fake it somehow? For example, do I have to tell cmake that it's actually using a different compiler (e.g. #Watcom) to make it behave correctly?

The #github repository of my #sega #mastersystem and #gamegear #emulator called "Masterlator" is now public 🙂 I've rewritten the code in proper C++, use #cmake as the build system, utilize #sdl2 and added a new #debugger with #wladx compatible *.sym file support, memory viewer and tile/sprite viewer. It's rather basic now but will hopefully be a good tool for #homebrew game #development in the future.

github.com/chn-dev/Masterlator

chn-dev.net/Projects/Masterlat

I’m using #CMake in anger for the first time, and to put it mildly I’m not impressed. CMake feels like a pile of workarounds on top of a flimsy foundation made of bad decisions. There’s no logic to it that I can see, only random inconsistent language constructs, names and idioms. Documentation is actively user-hostile. I never thought I’d miss working with #Bazel, but here we are.

Ok. I am very bad at unit tests. I would like to create some. This is on #macos; we use #cmake for the most part, and the #gtest suite for tests, but I'm ok if I can only make something for #xcode

One issue I don't understand is: in Swift, if I want to use a substitute class for a system one (specifically, NEAppProxyFlow and its subclasses)... how do I handle that? Do I provide my own module "NetworkExtension" for the unit tests? Or something else?

#Docker users, do you keep Dockerfiles around that might be useful later? If so, where? How do you organise them?

Context: I had a longish Dockerfile I created while debugging something that is reasonable documentation of how to build a #CMake project with lots of dependencies. It's no longer useful on its own.

Today's progress on #FreeBSD #Linuxulator "userland from source" project: We have build systems! 🥳

Supported now (apart of plain #make): GNU #autotools (including #autoreconf), #cmake, #meson and #ninja!

They're all supported with their original #ports "USES", by some #bmake trickery in my new "USES=linuxsrc", fixing up just the parts that are different when building from/for the Linuxulator (like adjusting dependencies and commands to use the #Linux-native versions).

Ok, no #scons yet, didn't need it so far 🙈

Anyone have a working CLion CMake project that builds mixed C++/Swift code?

My Swift has broken. I have a valid toolchain, but CMake says "no CMAKE_Swift_COMPILER could be found". When I look in the .log file, it seems to have success building the SwiftCompilerId thing, so no useful info there either.

Also did a brew upgrade cmake and Software Update doesn't have a command line tools update either, and xcode-select is giving the right Xcode, too.

#cmake#clion#swift