<html dir="ltr"><head></head><body style="text-align:left; direction:ltr;" bgcolor="#ffffff" text="#2e3436" link="#1b6acb" vlink="#2e3436"><div>Hi Michalis,</div><div><span><pre><pre><br></pre></pre></span></div><div>On Sun, 2021-05-23 at 23:08 +0200, Michalis Kamburelis wrote:</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre>Indeed the editor is a major new tool we introduce in CGE 7.0, and the</pre><pre>Debian package should provide it.</pre></blockquote><div>I had a look at you video and I was very impressed by it. I'm definitely interested in getting this in Debian.</div><div><br></div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre> You should also place the</pre><pre>"castle-editor.desktop" somewhere, so that it behaves as a normal GUI</pre><pre>application for users, easy to run from any desktop (see</pre><pre>doc/install/linux in CGE for README and sample about it).</pre></blockquote><div>Of course!</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre>...</pre></blockquote><div><br></div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre>As for package naming:</pre><pre><br></pre><pre>- My main thought is that "castle-game-engine" package, if we use such</pre><pre>simple name (and I'd welcome it!), should install everything -- CGE</pre><pre>units, and tools, and examples. We want to tell users simple</pre><pre>instruction -- """just "apt install castle-game-engine" and you'll</pre><pre>have complete CGE on your Debian""".</pre></blockquote><div>I Agree with this point, but you should consider the constraints of supporting multiple platforms and cross compilation which makes it impossible to put everything into one package. Tools and executables should be <u><b>any</b></u> while units should be <u><b>foreign</b></u>. This implies a split, and dependencies will ensure everything is pulled in with a unique command.</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre><br></pre><pre>- As for splitting the tools vs the rest: up to you, I'm not sure</pre><pre>whether it is useful. For users, we advise castle-editor and</pre><pre>castle-engine (build tool), so a version of CGE "without the tools" is</pre><pre>not very useful. For being a build-dependency of other applications:</pre><pre>as we advise using our build tool and CastleEngineManifest.xml to</pre><pre>define typical projects, so any package providing "CGE tools" will be</pre><pre>a build-dependency of any CGE game in Debian anyway.</pre><pre><br></pre><pre>- Maybe it is more interesting to split the CGE examples into another</pre><pre>package? As they take some considerable size on disk (and will</pre><pre>probably grow) due to including necessary 3D / 2D assets. And if</pre><pre>you're a seasoned CGE user, you may not need them.</pre></blockquote><div>Makes sens if the editor can work without them.</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre><br></pre><pre>So I see the Debian packages like:</pre><pre><br></pre><pre>- (simplest) just place everything (units, tools, examples) in</pre><pre>"castle-game-engine"</pre></blockquote><div>This will not work as explained above.</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre><br></pre><pre>- (most complicated) make "castle-game-engine" an empty package depending on</pre><pre> - units (fp-units-castle-game-engine ?)</pre><pre> - tools (castle-game-engine-tools)</pre><pre> - examples (castle-game-engine-examples)</pre></blockquote><div>This is the most flexible with regards to the mult-arch support, especially that units are <b><u>foreign</u></b>, tools are <b><u>any</u></b> and examples are <b><u>all</u></b>.</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre><br></pre><pre>- (middle ground)</pre><pre> - "castle-game-engine" package includes everything (the tools and</pre><pre>examples, and depends on fp-units-castle-game-engine)</pre><pre> - "fp-units-castle-game-engine" is just a set of precompiled CGE</pre><pre>Pascal units</pre></blockquote><div>This may not work if one tries to install for two architectures like x86_64 and armel as the example files will collide.</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><pre><br></pre><pre>Of course the decision is up to you, you know better what works best</pre><pre>in Debian. My only "strong" opinion here is that the main</pre><pre>"castle-game-engine" should "pull" everything. Otherwise I'd expect a</pre><pre>lot of bug reports from confused users -- "I installed CGE package in</pre><pre>Debian, but I cannot find the CGE editor!".</pre></blockquote><div>Definitely agree that aptitude <i>install castel-game-engine</i> should install everything, just like aptitude <i>install fpc</i> or <i>aptitude install lazarus</i>.</div><div><div class="-x-evo-signature-wrapper" style="white-space: normal;"><span class="-x-evo-signature" id="1423923852.20958.6@karim"><pre><pre>-- <br></pre>Cheers,
Abou Al Montacir</pre></span></div></div><pre></pre></body></html>