是PhysicsFS独立于平台的? [英] Is PhysicsFS platform-independent?

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问题描述

我想在我的游戏引擎项目中使用PhysicsFS,但我想先确保它是完全独立于平台。那是因为我想我的口引擎,我与Windows code完成后(Wii的家酿,例如)。一些默默无闻的平台。

I'm thinking about using PhysicsFS in my game engine project, but I'd like to first make sure it's entirely platform-independent. That's because I'd like to port my engine to some rather obscure platforms after I'm done with the Windows code (Wii Homebrew, for example).

推荐答案

在按照官方的规格开发商提供其网站是:

In accordance with the official specs the developers provide on their site it:

编译在GNU / Linux /运行(X86,PPC,MIPS,SPARC,阿尔法,安腾和x86-64测试; GCC)。
  编译在Windows上,WIN95 /运行及更高版本(86测试,VISUAL C ++,Visual Studio中,Cygwin的,和MinGW)。
  在Mac OS X编译/运行(x86和PPC测试; X code)。

Compiles/runs on GNU/Linux (x86, PPC, MIPS, Sparc, Alpha, Itanium, and x86-64 tested; gcc). Compiles/runs on Windows, Win95 and later (x86 tested; Visual C++, Visual Studio, Cygwin, and MinGW). Compiles/runs on Mac OS X (x86 and PPC tested; XCode).

甚至

可以编译和其他地方很少运行任何修改。成功的故事和补丁是受欢迎的。

May compile and run elsewhere with little to no modification. Success stories and patches are welcome.

所以,答案是肯定的,它是平台无关的。

So the answer is Yes, it is platform-independent.

继@rubenvb建议,我最好还是把它定义为一个跨平台库。这是因为PhysicsFS函数库利用的#ifdefs ,并提供特定的实现为Windows,BeOS的/俳句的Mac OS X,OS / 2,掌上电脑,POSIX和UNIX平台。

Following @rubenvb advice, I'd better define it as a cross-platform library. That's because PhysicsFS library utilizes #ifdefs and provides particular implementations for Windows, BeOS / Haiku, Mac OS X, OS/2, PocketPC, POSIX and UNIX platforms.

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