[Pkg-pascal-devel] rebuilding with fpc 3.0.0

Michalis Kamburelis michalis.kambi at gmail.com
Thu Nov 5 01:31:41 UTC 2015


Abou Al Montacir wrote:
>>> From the top of my head, I am missing castle-game-engine in this list. 
>>
>>
>> That package is only built on amd64 and i386. Is there a good reason
>> for that?
> This is a game engine, I'm not aware anybody tested it on other
> architecture, but I think also there were some dependency missing. I'd
> let Michalis comment ont that.

Castle Game Engine is tested and used on i386 and amd64, and (for
Android and iOS) on arm and (for iOS) on arm64 (-Paarch64 for FPC). As
far as I remember, when Castle Game Engine was originally packaged for
Debian, the Android/iOS ports were a work-in-progress, so the tested
platforms were indeed only amd64 and i386.

I regularly use it with FPC 2.7.1 and 3.1.1 to compile for Android arm
nowadays now (see
https://sourceforge.net/p/castle-engine/wiki/Android%20development/ for
details).

So, maybe the architectures for CGE package in Debian can be extended now?

In theory, CGE should compile on any CPU supported by FPC as there's no
CPU-specific code inside. And it should run on any modern OS with
support for OpenGL/OpenGLES (for any "normal" Unix-like or Windows-like
OS, it should even run with no/minimal modifications).

> # castle-game-engine (after changing it to "Architecture: any"):
> Running fpmake. If this fails saying that "rtl" is not found, remember to set FPCDIR environment variable, see http://wiki.freepascal.org/FPMake .
> ./fpmake -v -o -Ur
> The installer encountered the following error:
> Could not find unit directory for dependency package "rtl"

This is a problem with fpmake setup, the message even suggests a fix ---
setting FPCDIR environment variable. Although I'm not sure why it's
needed, if FPC is installed in default location it should automatically
be Ok.

Can you try compiling any example program directly, for example compile
fps_game demo using
castle_game_engine/examples/fps_game/fps_game_compile.sh script. This
will not use fpmake, it will directly call FPC and the appropriate
engine units should be automatically recompiled. This should confirm
that the problem is isolated to fpmake approach.

Regards,
Michalis



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