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Well, for xcompiling stuff we can facilitate the process for the user, Our objective is to archive most platform as possible, avoiding headache for the user so the compiling solution should be N-N (any platform can compile to any other) this is only not true for mobile OSes (cuz we dont have godot editor for those platforms), also I would like to know if compiling for 32bits should be considered or not, in this case I'll consider only 64bits:
C++
Windows
[ ] Linux
[ ] Mac
[x] Android (All archs) / requirements => Android NDK
[ ] Ios ?
Linux
[x] Windows / mingw64 for linux
[ ] Mac
[x] Android (All archs) / requirements => Android NDK
[ ] Ios ?
Mac ( I have no idea nor xp with this one)
[ ] Linux
[ ] Windows
[ ] Android ?
[ ] ios
Well, for xcompiling stuff we can facilitate the process for the user, Our objective is to archive most platform as possible, avoiding headache for the user so the compiling solution should be N-N (any platform can compile to any other) this is only not true for mobile OSes (cuz we dont have godot editor for those platforms), also I would like to know if compiling for 32bits should be considered or not, in this case I'll consider only 64bits:
C++
Windows
[ ] Linux
[ ] Mac
[x] Android (All archs) / requirements => Android NDK
[ ] Ios ?
Linux
[x] Windows / mingw64 for linux
[ ] Mac
[x] Android (All archs) / requirements => Android NDK
[ ] Ios ?
Mac ( I have no idea nor xp with this one)
[ ] Linux
[ ] Windows
[ ] Android ?
[ ] ios
Rust Lang
This is a special case, I've found this tool which seems to be a MAGIC solution (Need testing):
https://github.com/rust-embedded/cross
however it relies on Docker (only installing it, no extra config)
PS: Rust itself supports all OSx/archs
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