[Pkg-pascal-devel] Castle Editor in Debian

Michalis Kamburelis michalis.kambi at gmail.com
Sun May 23 22:08:41 BST 2021


Indeed the editor is a major new tool we introduce in CGE 7.0, and the
Debian package should provide it. You should also place the
"castle-editor.desktop" somewhere, so that it behaves as a normal GUI
application for users, easy to run from any desktop (see
doc/install/linux in CGE for README and sample about it).

The "castle-editor" (GUI editor) and "castle-engine" (our command-line
build tool, called by editor) are 2 tools that users that "just want
Castle Game Engine" will expect to have. We describe and advise them
in the docs, our examples use them, and we'll advise them even more
soon (our manual https://castle-engine.io/manual_intro.php is
scheduled for heavy update, as a lot of things it describes can now be
easier done in CGE editor, and doing them by code is just an
alternative).

See my mail "Castle Game Engine 7.0-alpha.1 release, view3dscene
4.0.0" to this list on February, I described there some points which
may be interesting for Debian developers that package CGE 7.0 :)

As for package naming:

- My main thought is that "castle-game-engine" package, if we use such
simple name (and I'd welcome it!), should install everything -- CGE
units, and tools, and examples. We want to tell users simple
instruction -- """just "apt install castle-game-engine" and you'll
have complete CGE on your Debian""".

- As for splitting the tools vs the rest: up to you, I'm not sure
whether it is useful. For users, we advise castle-editor and
castle-engine (build tool), so a version of CGE "without the tools" is
not very useful. For being a build-dependency of other applications:
as we advise using our build tool and CastleEngineManifest.xml to
define typical projects, so any package providing "CGE tools" will be
a build-dependency of any CGE game in Debian anyway.

- Maybe it is more interesting to split the CGE examples into another
package? As they take some considerable size on disk (and will
probably grow) due to including necessary 3D / 2D assets. And if
you're a seasoned CGE user, you may not need them.

So I see the Debian packages like:

- (simplest) just place everything (units, tools, examples) in
"castle-game-engine"

- (most complicated) make "castle-game-engine" an empty package depending on
    - units (fp-units-castle-game-engine ?)
    - tools (castle-game-engine-tools)
    - examples (castle-game-engine-examples)

- (middle ground)
    - "castle-game-engine" package includes everything (the tools and
examples, and depends on fp-units-castle-game-engine)
    - "fp-units-castle-game-engine" is just a set of precompiled CGE
Pascal units

Of course the decision is up to you, you know better what works best
in Debian. My only "strong" opinion here is that the main
"castle-game-engine" should "pull" everything. Otherwise I'd expect a
lot of bug reports from confused users -- "I installed CGE package in
Debian, but I cannot find the CGE editor!".

Regards,
Michalis

niedz., 23 maj 2021 o 21:09 Paul Gevers <elbrus at debian.org> napisał(a):
>
> Hi,
>
> On 23-05-2021 19:27, Abou Al Montacir wrote:
> > I propose to create a new package called castle-game-engine or
> > castle-game-engine-tools, or maybe cge-tools to be shorter and package
> > in it all CGE tools.
> >
> > What do you think about it?
>
> Fine by me.
>
> Paul
>
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