I'm using Angelscript 2.22.1 in a game I'm porting to Linux.. The release game distributes JUST the compiled angelscript byte code, however this isn't working correctly on x86_64 linux. Here is the breakdown of what it's doing.
32bit linux loads the bytecode generated by the 32bit linux game binary,, does NOT load the bytecode generated by the 64bit binary
64bit linux does not load either bytecode correctly.
Does the bytecode depend on how the calls are registered? As some calls are wrapped (using the autowrapper) on x86_64 linux only. (they use Native calling on all other platforms). This is to work around the passing and returning of certain structs by value.
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#2Andreas Jonsson
Posted 24 July 2012 - 06:10 AM
I'm using Angelscript 2.22.1 in a game I'm porting to Linux.. The release game distributes JUST the compiled angelscript byte code, however this isn't working correctly on x86_64 linux. Here is the breakdown of what it's doing.
32bit linux loads the bytecode generated by the 32bit linux game binary,, does NOT load the bytecode generated by the 64bit binary
64bit linux does not load either bytecode correctly.
Does the bytecode depend on how the calls are registered? As some calls are wrapped (using the autowrapper) on x86_64 linux only. (they use Native calling on all other platforms). This is to work around the passing and returning of certain structs by value.
32bit linux loads the bytecode generated by the 32bit linux game binary,, does NOT load the bytecode generated by the 64bit binary
64bit linux does not load either bytecode correctly.
Does the bytecode depend on how the calls are registered? As some calls are wrapped (using the autowrapper) on x86_64 linux only. (they use Native calling on all other platforms). This is to work around the passing and returning of certain structs by value.
#1urkle
Posted 23 July 2012 - 05:05 PM
I'm using Angelscript 2.22.1 in a game I'm porting to Linux.. The release game distributes JUST the compiled angelscript byte code, however this isn't working correctly on x86_64 linux. Here is the breakdown of what it's doing.
32bit linux loads the bytecode generated by the 32bit linux game binary,, does NOT load the bytecode generated by the 64bit binary
64bit linux does not load either bytecode correctly.
Does the bytecode depend on how the calls are registered? As some calls are wrapped (using the autowrapper) on x86_64 linux only. (they use Native calling on all other platforms). This is to work around the passing and returning of certain structs by value.
32bit linux loads the bytecode generated by the 32bit linux game binary,, does NOT load the bytecode generated by the 64bit binary
64bit linux does not load either bytecode correctly.
Does the bytecode depend on how the calls are registered? As some calls are wrapped (using the autowrapper) on x86_64 linux only. (they use Native calling on all other platforms). This is to work around the passing and returning of certain structs by value.