I'm thinking about using PhysicsFS in my game engine project, but I'd like to first make sure it's entirely platform-independent. That's because I'd like to port my engine to some rather obscure platforms after I'm done with the Windows code (Wii Homebrew, for example).
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问题:
回答1:
In accordance with the official specs the developers provide on their site it:
Compiles/runs on GNU/Linux (x86, PPC, MIPS, Sparc, Alpha, Itanium, and x86-64 tested; gcc). Compiles/runs on Windows, Win95 and later (x86 tested; Visual C++, Visual Studio, Cygwin, and MinGW). Compiles/runs on Mac OS X (x86 and PPC tested; XCode).
And even
May compile and run elsewhere with little to no modification. Success stories and patches are welcome.
So the answer is Yes, it is platform-independent.
Update from April, 20 2011
Following @rubenvb advice, I'd better define it as a cross-platform library. That's because PhysicsFS library utilizes #ifdefs
and provides particular implementations for Windows, BeOS / Haiku, Mac OS X, OS/2, PocketPC, POSIX and UNIX platforms.