iirc, we also need gcc4.2 support (for OSX) ? Guess this one isn’t much C++11-aware either… :/
On 27/03/2013 22:16, Manuel Bellersen wrote: > Hey Dalai, > > It's not directly a project list. More a list of things I miss inside the > game engine. > > Downsides of C++11… > Probably the worst downside is compiler support for it. > With GCC 4.7 / 4.8 and Clang 3.3 you probably won't have a problem. But MS > Visual Studio is again far behind :-(. > Here is a little comparison: > http://cpprocks.com/a-comparison-of-c11-language-support-in-vs2012-g-4-7-and-clang-3-1/ > http://cpprocks.com/c11-compiler-support-shootout-visual-studio-gcc-clang-intel/ > > C++11 is fully backwards compatible. > Just your code might not be as clear as it should be ;-) > http://stackoverflow.com/questions/4326045/is-new-c-backward-compatible > > In my Blender branch I used C++11 features and had no real problems so far. > In the beginning I had to fix some lines the compiler otherwise would have > seen as string literal operators: > http://blenderartists.org/forum/showthread.php?283156-Fix-Compiling-BGE-with-C-11-option-gives-errors > > > You are right. Most C code in the game engine is glue to Blender. > But sometimes I find things like assert.h, float.h, math.h, stddef.h, > stdlib.h, stdio.h, malloc, free… > Trying to figure out where the game engine starts drove me through a lot of > C - that scared me - and lead to the impression, that there is more in the > GE. But it looks quite clear. (I thought that Blender would be total C++ …). > > > Hi Mitchell, > > MSVC 2008 sounds really bad. > I guess that means no C++11. Too bad. > In the code I already modified I used things like: auto,shared_ptr, for, > move, array, nullptr, constexpr - just to name some. > > > Thanks for your answers! > > Cheers! > Manuel Bellersen > > > 2013/3/27 Dalai Felinto<dfeli...@gmail.com> > >> Hi Manuel, >> I need to re-visit your post to read it more through, but interesting >> initiative. For some of your projects you may want to drop on irc >> #bgecoders (or even #blendercoders) channel to bounce ideas before getting >> down to code. Mainly to smooth out future merges. >> >> Now to your topic: >> Could you elaborate on the downsides of using C++11? (backward >> incompatibility? Lack of compilers? ) >> And the problems of mixing it up with the existent C++ code. >> >> Also BGE shouldn't have C code. As far as I can think of, the only part in >> C are the dependencies coming from Blender or code for the embedded BGE. >> >> Cheers, >> Dalai >> On Mar 27, 2013 7:52 AM, "Manuel Bellersen"<bellers...@googlemail.com> >> wrote: >> >>> Hey there! >>> >>> I just got in contact with coding Blender, especially the internal game >>> engine. >>> (Here is my personal branch https://bitbucket.org/Urfoex/blender/ >>> and a little write-up: >>> >> http://urfoex.blogspot.com/2013/03/bge-qt5-coding-blender-game-engine.html >> ) >>> I like to code using the new features of C++11. >>> But currently Blender isn't using C++11 anywhere. >>> (I think it is kind of funny because it uses Python 3.3 that came out >>> 29.09.2012 >>> but doesn't use C++11 which showed up already a year earlier on >>> 12.08.2011.) >>> >>> So the question is: >>> Can I contribute code written using C++11 features? >>> Or am I forced to do the C& C++ mix I found (and fear)? >>> >>> >>> Best regards, >>> Manuel Bellersen >>> _______________________________________________ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers