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- * Now talking on #emscripten
- * Topic for #emscripten is: http://emscripten.org
- * Topic for #emscripten set by azakai at Fri Mar 16 13:52:38 2012
- <Sketch2> Hi. Does anyone know how I would set up emscripten with CodeLite?
- <Sketch2> I get that C++ compiler name is emcc. and C compiler is also emcc, right?
- <Sketch2> linker is LLVM?
- <Sketch2> shared object linker? archive tool? resource compiler?
- <Sketch2> and then make is emmake. just need help with the other ones.
- * chad_ has quit (Ping timeout)
- <inolen> Sketch2: look at the emscripten root dir
- <inolen> you'll see all the tool names :)
- <Sketch2> ok so emar is em archive tool. and emlibntool is the resource compiler?
- <clb> chad: around?
- <Sketch2> still don't know what to put in for the linker and shared object linker
- <clb> hi inolen, sorry I missed you last night
- <inolen> clb: no problem
- <inolen> chad helped sort me out for the most part
- <clb> alright, great!
- <inolen> i've been spending the night sorting through issues :)
- <clb> brucem: I tried building trunk llvm on windows
- <clb> but Visual Studio compiler crashes repeatedly on trying to build clang :|
- <clb> hmmh, or is it actually the IDE that crashes..
- <clb> well anyways, I'll mark down the bugs to the tracker
- <brucem> clb: :(
- <Barna> Sketch2: Not knowing CodeLite, but it might be eassier to have a custom build script or Makefile than trying to repurpose a regular C/C++ build system for Emscripten. My Emscripten project Makefile goes from .c -> .o, from multiple .o -> .bc and from multiple .bc -> .js. All pretty much just executing "emcc -o <OUT> <IN-FILES>"
- * marcusbee has quit (Quit: http://www.mibbit.com ajax IRC Client)
- <Sketch2> well, I understand that, but it's kinda hard to make a custom makefile if you can't see how the project pulls apart. was hoping to use CodeLite to help visualise where all the code references are
- <Sketch2> I'm trying to port this Minecraft-style game, called Minetest over so my 8 year old can play it while he's over at his mom's house
- <Sketch2> I was hoping to do that so we'd get to hang out a bit more, 'cuz I don't see him much
- <Sketch2> I've got half a doz of the required libraried ported, but having trouble getting the last 7 or so converted to bitcode
- <inolen> Sketch2: there are a few dozen JS MC clones already out?
- <inolen> perhaps that'd be easier :)
- <Sketch2> eh, he likes this one and we've already built stuff together
- <Sketch2> cathedral, pirate ship, dinosaurs
- <Barna> quick google tells me Minetest depends on the Irrlicht engine... I doubt it will be easy as afaik noone has reimplemented irrlicht in JS for Emscripten yet
- <Sketch2> I didn't expect it to be easy, but it should be do-able.
- <Barna> And if you want network socket functionality you might be out of luck. Or in for quite a project rewriting it to websockets :o
- <Sketch2> oh, it won't convert over like that because the libraries aren't cross platform?
- <clb> Sketch2: the C compiler is emcc, C++ compiler is em++
- <clb> emcc can be used to link
- <clb> I maintain cmake+emscripten integration
- <Sketch2> oh ok, ty. that's why I was asking. do you happen to know what they call the shared object linker?
- <clb> emcc
- <Sketch2> k, cool.
- <clb> you invoke it with different flags
- <clb> although should be noted that emscripten doesn't have a concept of dynamic/shared libraries
- <clb> you're best of building all libraries as static
- <clb> *best off
- <clb> you can (kinda) do dynamic libraries by building them to .js
- <Barna> Irrlicht has (limited?) support for OpenGLES and seems to run via SDL which has been ported to Emscripten. Starting with the GLES version of Irrlicht would be better suited for WebGL than regular Desktop OpenGL.
- <Sketch2> right, that's what I'm trying to do
- <clb> but that's not very good to do multiple times, as there are things involved when you include multiple .js files built with emscripten
- <Sketch2> oh. well how would they have done it with other large games?
- <clb> they build to a single large .js/.html most likely
- <clb> azakai|far will be able to answer it better, but I think emscripten was not directly designed to include multiple .js files into one
- <clb> since the .js files each define a HEAP, and a Module the code resides in
- <clb> so if I understand correctly, they don't share straightforwardly if you have multiple .js files
- <Sketch2> I dunno, maybe I was under the assumption it was do-able 'cuz I thought SuperTux was SuperTuxCart, which happens to use the irrlicht engine
- <Sketch2> I realize it wasn't the same now that I glanced back at it
- <Sketch2> 'prolly because they loop into each other
- <clb> brucem: oh, managed to build clang trunk now
- <clb> and it does give the same error
- <brucem> clb: I guess that's cause for celebration.
- <Sketch2> hmm, well thanks for the help anyway. I'll ponder it a while. maybe I can talk to the minetest devs and see if they can impliment a version with websockets
- <Sketch2> most likely I'll play around with it on smaller projects
- <clb> https://dl.dropbox.com/u/40949268/emcc/bugs/constexpr_fail_clang33.txt
- <inolen> clb: so, are you actively working on this embind stuff with chad?
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