Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 2, 2023 21:17:18 GMT
Making this thread so that I have a place to post as I work on it.
Currently trying to get the RealmCrafter Pro source code to build in VS2022 in 32-bit mode and then will probably try to get it building in 64-bit mode afterwards. Because it doesn't use BriskVM for scripting (RealmCrafter Standard is permanently stuck in 32-bit form unless someone either gets the BriskVM source code from the creator or builds a clone of BriskVM from scratch), it's certainly possible, but I don't currently know how much effort it will take.
One of the unfortunate things about it is that, based on what I know of the PhysX API, it uses PhysX 2.X, which I could only find a less-than-legal copy of. PhysX 3.4 and later are available legally as open-source software, but parts of the API that the engine uses changed significantly in the move from 2.X to 3.0, so it currently looks like it will take work to update it.
Using DirectX 9 is a bit of an inconvenience in VS2022, but, fortunately, it's easy enough to set that up using NuGet. It would be nice to replace the DirectX code with something like bgfx, which would be a good first step to cross-platform compatibility, but that would take quite a lot of effort.
Because the code is old and it doesn't appear to be of the best quality, I'm currently getting a lot of subtle errors. I also don't have as much time as I'd like to work on this, so it will probably take some time before I manage to get it working.
As of right now, 12 packages are building and 11 are failing.
|
|
|
Post by runechaos on Dec 14, 2023 3:09:52 GMT
right. im working to do this myself. starting with visual studio 2013. 11 projects compile successfully, 4 not successful.
|
|