[Pkg-pascal-devel] Castle Game Engine 6.0 release in Debian

Paul Gevers elbrus at debian.org
Sun Mar 12 19:18:08 UTC 2017


Hi Michalis,

On 25-02-17 03:12, Michalis Kamburelis wrote:
> We have released a new major version of Castle Game Engine 6.0!

Great. I am working on packaging it.

> So, read this when you're ready to package latest CGE/view3dscene in Debian:)
> 
> 1. We include five "tools" along with the engine, in the tools/
> subdirectory of the sources. Some of them are smaller, but one
> ("castle-engine") is larger and very useful -- we call it the "build
> tool" throughout the documentation (
> https://github.com/castle-engine/castle-engine/wiki/Build%20Tool ).
> 
>   It would be best if the Debian (binary) package installed these
> tools in a precompiled version, placed in /usr/bin/.

I'll want to ship them and they probably warrant a separate package. Do
you have a name in mind for the tools package? castle-game-tools?
castle-game-engine-tools?

> 2. The engine tarball also includes a number of libraries (.dll, so)
> which we provide in a binary-only form.
> 
>   These libraries are for Windows and Android applications, and are
> really only useful when building applications for these platforms.
> They are not essential, and they can be simply removed from the
> packaging, if that's easier for you. Everything is coded such that
> lack of them will be handled gracefully.
> 
>   Reproducing them from source, while definitely possible, would be
> some work. These are all libraries with an open-source code, and in
> theory they could all be reproduced using open-source tools. But doing
> it would probably be an effort larger than packaging CGE itself, and
> neither you nor I are probably much interested in spending time on
> compiling Windows libraries:)
> 
>   There's a target in the Makefile to simply strip them, that's what
> we agreed on in the mailing thread linked above, so you can just do
> "make strip-precompiled-libraries".

Ack. But I am afraid I'll have to strip them from the Debian source,
mostly even because the source is missing. Luckily that (stripping) is
easy nowadays (and I'll still use your target), but the price will be
that Debian has a different source than upstream. I think this is the
best for all I guess.

> 3. Our version number is now simpler: X.Y instead of X.Y.Z. We have
> simply decided to drop the .Z for now, as it was not useful to us (we
> may bring it back, once needed!). So I refer to the engine 6.0, not
> 6.0.0, everywhere.

Ack.

> I hope that this information will be useful when packaging new version
> of Castle Game Engine and view3dscene in Debian. Please ask if
> anything is unclear, or could be done better upstream:)

Lintian warns me rightfully that the source of cge has multiple jar
files. These files are considered pre-build. I noticed one jar could be
found in the Debian archive (gradle-wrapper.jar from the
libgradle-plugins-java package; didn't check yet if they are identical),
but can you tell me where the other jars come from (preferably the
source and how to generate them, .... well... you know the drill, sorry).

Paul

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