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Hello, I have some proposals regarding orx dev-ops that may help to add flexibility in building orx with different configurations and plugins.
Change premake and use CMake instead:
I know you may dislike CMake (It's really ugly and generates a lot of garbage, syntax sucks) but it's a de facto standard and it's better than having a custom modified old premkake 4 version.
More important, it fits really well with proposal 2.
Use conan.io as package manager:
No more need to have a complete custom package management with rebol, downloading zips, etc.
You simply create a packet for each dependency (if vanilla may be they are already available) and declare on conan recipe that you need such packet.
Users will use conan directly in their development flow and just add something like "orx/[email protected]/stable" and they will obtain all needed stuff to build the game.
This gives a you a quite standard way to create and distribute pre-built binaries.
In the same time allows users to automatically build orx and dependencies in case a pre-build for such exotic configuration does not exists.
Divide orx code base in multiple packages:
This would allow plugin injection on a vanilla orx version just by overriding a dependency using conan.
Just to make an example, assume I have a modified orxPlugin_Display that can expose the GLFW window identifier to the orx host application.
With just one line of configuration I could substitute such orxPlugin_Display at compile time without loosing benefits of being aligned to last orx vanilla version.
Orx code-base seems already ready to be conan-ized as it really well separated between core and plugins.
Of course it's a lot of stuff to be done but if you're interested I can help you with that as I'm doing this on all projects at my workplace (~50+ repos now converted to packages and inserted in CI).