[Pkg-pascal-devel] Castle Editor in Debian

Abou Al Montacir abou.almontacir at sfr.fr
Sun May 23 22:37:36 BST 2021


Hi Michalis,On Sun, 2021-05-23 at 23:08 +0200, Michalis Kamburelis wrote:
> Indeed the editor is a major new tool we introduce in CGE 7.0, and theDebian
> package should provide it.
I had a look at you video and I was very impressed by it. I'm definitely
interested in getting this in Debian.
>  You should also place the"castle-editor.desktop" somewhere, so that it
> behaves as a normal GUIapplication for users, easy to run from any desktop
> (seedoc/install/linux in CGE for README and sample about it).
Of course!
> ...
> As for package naming:
> - My main thought is that "castle-game-engine" package, if we use suchsimple
> name (and I'd welcome it!), should install everything -- CGEunits, and tools,
> and examples. We want to tell users simpleinstruction -- """just "apt install
> castle-game-engine" and you'llhave complete CGE on your Debian""".
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 any while units
should be foreign. This implies a split, and dependencies will ensure everything
is pulled in with a unique command.
> - As for splitting the tools vs the rest: up to you, I'm not surewhether it is
> useful. For users, we advise castle-editor andcastle-engine (build tool), so a
> version of CGE "without the tools" isnot very useful. For being a build-
> dependency of other applications:as we advise using our build tool and
> CastleEngineManifest.xml todefine typical projects, so any package providing
> "CGE tools" will bea build-dependency of any CGE game in Debian anyway.
> - Maybe it is more interesting to split the CGE examples into anotherpackage?
> As they take some considerable size on disk (and willprobably grow) due to
> including necessary 3D / 2D assets. And ifyou're a seasoned CGE user, you may
> not need them.
Makes sens if the editor can work without them.
> So I see the Debian packages like:
> - (simplest) just place everything (units, tools, examples) in"castle-game-
> engine"
This will not work as explained above.
> - (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)
This is the most flexible with regards to the mult-arch support, especially that
units are foreign, tools are any and examples are all.
> - (middle ground)    - "castle-game-engine" package includes everything (the
> tools andexamples, and depends on fp-units-castle-game-engine)    - "fp-units-
> castle-game-engine" is just a set of precompiled CGEPascal units
This may not work if one tries to install for two architectures like x86_64 and
armel as the example files will collide.
> Of course the decision is up to you, you know better what works bestin Debian.
> My only "strong" opinion here is that the main"castle-game-engine" should
> "pull" everything. Otherwise I'd expect alot of bug reports from confused
> users -- "I installed CGE package inDebian, but I cannot find the CGE
> editor!".
Definitely agree that aptitude install castel-game-engine should install
everything, just like aptitude install fpc or aptitude install lazarus.-- 
Cheers,
Abou Al Montacir


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