[haXe] Stand-alone neko

Hugh Sanderson haxelist at gamehaxe.com
Tue Dec 4 12:10:58 CET 2007


Ah yes, xcross looks like the sort of thing I was interested in.
I should have looked at that first.  Interesting to note both use upx.
I think the GetModuleHandle(0) will work - if my ancient linux
memory serves me dlopen(0...), as long as you export all the symbols
with the linker option.  Don't know about mac though.
If it was c++, you could use some DEFINE_PRIM magic to do some good stuff.

Also, I didn't even consider explicitly linking against the vc6 runtime.
That could solve a few problems.

Initally I though about modifying py2exe, but since neko is compiled into
a single file, I though the static link was a better idea.  Also
thought about molebox - and infact if I was making money off this I
might even do that.

I don't actually have a problem putting stuff in a directory -
seems pretty logical.  My main concern was to allow me to add complexity
(ie, use many lgpl packages) without firghening other people off
 from the system as a whole.

Hugh.


> Hugh Sanderson a écrit :
>> Hi all,
>>
>> I have written up some experiences in building a stand-alone version of
>> neko from source that is capable of running a game.  The primary goal  
>> here
>> was to simplfy distribution, but it may be of general interest too.
>>
>> http://gamehaxe.com/2007/12/03/stand-alone-neko/
>>
>> While the procedure is a bit complicated, the end result is very simple.
>> Maybe a "#define NEKO_STATIC" could help bring some of these ideas
>> mainstream (hint-hint Nicolas).
>
> Hi Hugh, while the GetModuleHandle(NULL) seems to work on Windows, I'm
> not sure it works on other platforms as well. You can also have a look
> at what xCross is doing in order to build a single-file-executable :
>
> http://code.google.com/p/xcross/wiki/help
> http://xcross.googlecode.com/svn/trunk/
>
> Best,
> Nicolas
>





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