[ODE] Platform dependencies of ODE code
wis at mac.com
Thu May 17 10:08:58 MST 2007
I run ODE on a number of platforms and the bit that always gives a
bit of trouble is timer.cpp! This is probably an entirely optional
bit of code too and might be worth removing if you plan on porting to
wierd and wonderful platforms.
On 17 May 2007, at 17:22, Jose Marin wrote:
> I'm developing a Windows PC game using ODE, and has been a very
> pleasure experience.
> ODE is great!
> But, thinking ahead, I would like to develop the code in a portable
> way, I mean, in a way that
> the game could be easily (as possible!) ported to other platforms
> (MacOS) and consoles (Wii, Playstation3, Xbox 360).
> Is there some tips or good programming rules to achieve that?
> ODE looks to be created in a "neutral" C but it has any "platform
> dependent" code? Something that I must have special atention?
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