Comments (9)
There should be very few dependencies necessary (in fact, you could compile with zero dependencies but limited functionality). Setting this up is going to depend very much on what platform you're targeting and what functionality you do want.
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@ethomson Could you direct me on making a zero dependency build? I am currently having to link against winhttp
, rpcrt4
, crypt32
and ole32
manually. Would be nice to have no system dependencies for offline use
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I did get the library to build with Scons on Windows btw. I just want it to be multi-platform compatible
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I don't understand what you mean by "no system dependencies for offline use". Any Windows machine is going to have all of those libraries. You could disable networking entirely, and you wouldn't need winhttp
, but you'll never not have it. (Things like system32
, though, there's no way to eliminate a dependency on.)
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@ethomson If that's case (winhttp is going to be needed someday) then if there a list of all the different libraries that I need to know about while porting over my scons code to Linux lets say, then it will make my job a lot easier actually. I assume winhttp needs to be replaced, or I may need to exclude some windows only .cpp files and include some unix only files instead.
Just looking for making a successful port basically.
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Would be nicer for the project to not even depend on rpcrt4, crypt32 and ole32 for reliable porting
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Would be nicer for the project to not even depend on rpcrt4, crypt32 and ole32 for reliable porting
It only depends on those things on Windows.
I'd encourage you to actually run cmake on these different platforms to understand how the detection of dependencies works, and then look at the generated features.h
and compiler flags used to build the library.
You might also consider just building the library with cmake. Surely godot can reference libraries that aren't built in-tree with scons, can't it?
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features.h
should help if it switches features on and off. Thanks I will look into the CMake flags and library detections.
I originally started with linking to libgit2 externally to Godot, however, linking to external libraries is not done at all in Godot apart from some system libraries and instead, most of the libraries are build from source.
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Closing this because I was able to get libgit2 to build with Scons. However, I don't think sharing my code will help someone working with Scons because Godot uses its own framework built around Scons to compile third-party code. The scripts look a lot different.
But all I did was to read all the CMakeLists.txt files and translated the CMake script basically to Scons.
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