Comments (1)
I'm a user not contributor, but I can give my 2 cents. Anyone could just correct me if I'm wrong.
- Makefile is a good fit for VM developers/hacks. If offers a quick way working on most Linux distributions + macOS. I can quickly modify the build flags for testing. However, it hardcodes many paths, which breaks on my Manjaro Linux and macOS until I fixed my installation paths.
- CMake is a better choice for release purpose. It allows tests, samples, and manages build versions. With the power of CMake, it's also good for possible cross-toolchain or cross-platform development.
Since you use ebuild, I suppose your scenario is we deliver a package installer for a distro. If I were you, I may prefer CMake. Makefile can be used too, if you prefer its simplicity and feel fine to maintain the build path and patch the Makefile (It's quite common in AUR that a pacman package also hosts some patches.)
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Related Issues (20)
- Linking to libopenal.a causes duplicated symbol error
- Recent change breaks hashlink builds. HOT 3
- macOS libhl.dylib path causes crash HOT 1
- The Hashlink profiler causes an exception in Process.stdout.readLine
- The Hashlink GC can block the main thread if sys.thread.Thread is used HOT 1
- Get live objects from a specific type
- JIT ERROR 0 mixing hl.UI8 and Float HOT 2
- Explicit constant Float to Int type conversion HOT 1
- Game controller not recognized HOT 10
- --debug is faster to run than non debug. HOT 2
- HL thread hangs when using trace() and semaphores HOT 2
- Can't run any .hl file on Mac M1 - Segmentation Fault HOT 2
- Unexpected value conversion when using an abstract class with type param
- Any way to get hl.Bytes from an hl.NativeArray? HOT 1
- Single and hl.F32 function args for callMethod stack issue HOT 1
- With SDL backend on Windows, adding an element to a SpriteBatch can cause a large lag spike HOT 1
- src/module.c(567) : FATAL ERROR : Failed to load function sdl@gl_polygon_offset HOT 3
- Macbook M1 Support HOT 1
- JIT/VM calls incorrect method
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