Showing posts with label ports. Show all posts
Showing posts with label ports. Show all posts

Sinclairean X: the revolution begins

The most long-awaited port: Sinclairean X, for your Mac OS X computer, here and now.

WARNING:
  • Requires the SDL library framework (available at http://www.libsdl.org/)
  • By now, it must be run from Terminal, with the current directory set where the executable is located
You really thought you could escape, Jobs?

Sinclairean strikes on Unix/Linux!

A recent large-scale Windows disaster on my development equipment has forced a full migration to a more stable Linux environment.

The good news are that Sinclairean, with just adding a few minor compilation switches to the source, does compile AND RUN flawlessly on my setup. So expect a stable release soon for Unix/Linux (i.e. when strike ends, lol!)

Sinclairean port targets

Any x86-compatible, OpenGL-capable system is perfectly apt as a target for porting Sinclairean. That includes x86-based linuxes, of course.

Sinclairean comprises a platform-agnostic OpenGL/x86 machine code core that can be linkable to any other system's glue and initialization wrappers, and extended via a straightforward plugin architecture, so anyone will be able to port it to any compatible system and/or extend/modify its functionality without the hassle of compiling (or die trying to compile) the actual source.

I will only maintain the build of the current system I'm working on (which at the moment is Windows... yuck!), so other ports must be carried by other people. Also, the core is still too beta to release the object + API, so ports/plugins will still have to wait a little longer, sorry.