Cross platform C++ plugins by supplying source code
#18
(10-27-2014, 09:19 PM)worktycho Wrote:
(10-27-2014, 08:04 PM)FakeTruth Wrote: How does the NVIDIA PhysX SDK do this then? It only has a C++ interface in the headers without function pointers, just classes with virtual functions and it supplies precompiled .a and .so files.
They just risk breakage and hope that the compilers don't break compatibility in a way that breaks them
So if a commercial project dares to take that risk, I'd say we can too

(10-27-2014, 09:19 PM)worktycho Wrote:
(10-27-2014, 08:04 PM)FakeTruth Wrote:
(10-27-2014, 08:31 AM)worktycho Wrote: The reason you want to stop people using parts that aren't part of the API is because otherwise people complain when their plugin broke because you refactored something. Or changed the contract of a method.
Well that's the risk plugin developers take when not sticking to the plugin API...
That never stops the plugins users complaining when a plugin breaks
Let's just agree that there will always be complaining then, whatever we do
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RE: Cross platform C++ plugins by supplying source code - by FakeTruth - 10-27-2014, 09:31 PM



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