There is an extensive guide for UE4 here but nothing about UE5.
I also notice that by default a 10.6 Gb project on UE4 (unpackaged) will be only 7.1 Gb with UE5.
The goal is to be able to transfer easily the project between an EXT4 external drive (linux) and Windows OS and also share the project online. 10 Gb on github is a bit... too much...
Thanks in advance for a solution
NB: I tag it UE4 since UE5 is really recent and also most of the knowledge related to UE4 may apply to the UE5 solution
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Put succinctly I need a base for my system, since it was built on macOS Darwin seems like the logical choice as it will require the least porting effort. I know you can download up to Darwin 8.0.1 from Apple, and the full source tree is available for up to 10.0, however v8 is too old and lacks many standard modern features (i.e. a password system that doesn't restrict the root user to 10 characters, or support for the case-sensitive version of HFS+). I've tried building Darwin 9/10/11/12 from source using darwinbuild, but it always fails for various server-side reasons.
There has to be some way to create the equivalent of a vanilla Darwin 16 image. Perhaps taking an existing copy of macOS and stripping away all the closed-source stuff? Building the source that Apple provides at Apple Open Source Repository and substituting the rest of the packages required for the OS to function with source from another BSD distro? Taking an existing copy of FreeBSD and substituting the kernel with XNU? There has to be some way. Any ideas or thoughts on the ideas I suggested are welcome. Thanks.
The last xnu build instructions are for El Capitan (Darwin 15) but you might be able to follow them for Sierra (Darwin 16). The latest source available at time of writing is for 10.12.4, which isn't overly out of date.
This gets you most of the kernel of shipping macOS. It doesn't get you the driver stack - especially the SATA/AHCI stack is not open source, which could be a problem. (One of these days I'll get around to publishing our full virtio driver stack including virtio-blk and virtio-scsi drivers, with which you should be able to run without SATA in Qemu/KVM at least.)
I have no idea about getting a useful userland going - macOS/OSX uses launchd as its "init" process, and the last published source code for that is some years old. I don't know if it will need some tweaking to get it working on newer kernels.
A few months back I was using the Unity game engine to build some games on Windows. Later I had to switch to Linux Mint (due to some reasons). Is it possible to still use Unity on Linux. If not are there any alternatives for Unity where I can build games on Linux?
2019-04 update: the Linux editor has been upgraded from Experimental to Preview: https://blogs.unity3d.com/2019/04/16/introducing-unity-2019-1/#linuxeditor The blog post links to downloads at: https://forum.unity.com/threads/unity-hub-v-1-6-0-is-now-available.640792/
2018-01 original answer: The Unity devs are linking to Linux downloads as the last post of this "only devs can post" thread: https://forum.unity.com/threads/unity-on-linux-release-notes-and-known-issues.350256/
I have then downloaded the latest available release 2017.3.0p2 and it launched correctly on Ubuntu 17.10. It is of course lagging behind the main release for a year, but at least it seemed to work.
My lack of Unity knowledge does not allow me to say that there is wide feature support however.
I encourage you to go and upvote that thread and give it a shot to show devs that the Linux community is interested.
Also mentioned on this question: https://answers.unity.com/questions/1265472/where-to-download-latest-unity3d-editor-for-linux.html
As for the alternatives, I also compiled Unreal Release tag 4.18.3-release from source and it just worked, so clearly Unreal is much ahead in terms of Linux support.
You can use Unity on Linux but without any future guarantee. At this time its Linux unity Build is on experimental basis as NA'TOSHA BARD mentioned in his blog on 26 Aug 2015.
Today’s build is what we call an experimental build; future support is
not yet guaranteed. Your adoption and feedback will help us determine
if this is something we can sustain alongside our Mac and Windows
builds(ref)
So it up to you to use experimental build, remember i didn't find any latest post on Linux Unity build after the above mentioned date(ref).
I'm using Win 7 64bit as a host and Ubuntu 14.04 as a guest (Virtualbox).
All my projects are stored in the VM and I access them via Samba share. Both host and the guest systems are on SSDs, also manually copying files between those two does not have any performance issues.
I've been having problem with opening larger projects (like Laravel 5 ones) - it literally takes 10 minutes to open a single project. I've been mostly working on Wordpress projects recently and everything worked fine, but bigger projects are a real pain.
EDIT: I installed NetBeans 8.1 inside the VM and it's opening the same project in a flash.
Does anyone know on how to speed up this process?
Thanks in advance.
Changing network adapter type of guest machine to Paravirtualized Network (virtio-net) solves problems like this.
Last time i checked, the google diff Courgette only works on Windows 32 Bit Platform and it is yet available on Linux and OSX. Is that still the case?
If yes what makes Courgette only works on windows and not cross platform? Isn't it just binary diff? And what do Chrome currently uses on Linux and Mac for diff updating?
Courgette works on Linux and for ELF32. It does not work for ELF64 yet.
According to this design document, courgette knows enough assembly language to update pointers by a fixed amount to reduce the patch sizes:
http://dev.chromium.org/developers/design-documents/software-updates-courgette
In a 64-bit environment, the size of the pointers and the instruction set are different enough that making courgette work efficiently is not trivial.
We are developing our web application using JAVA GWT-P framework (Version 2.4). We are using Eclipse (Version 3.7) Indigo as a development GUI. While we are debugging the application, eclipse is getting hanged generally and surprisingly this is a random behavior.
And this is not happening in only part of the program. Anytime, while we debug, Eclipse hangs in different module.
To resolve this , we tried to use different Operating system such as Windows XP (development gui: Eclipse version 3.7 Indigo), Fedora Version 16 (with development gui: Eclipse version Helios Service Release 2), Cent OS (with development gui: Eclipse version Helios Service Release 2). But no luck.
Can anyone help me out to decide which OS, and eclipse or version should we have to use so can able to resolve the hanging issue?
Use a machine with at least 8G RAM, quad core for GWT development. Anything less than that would be catastrophic and unproductive.
Ideally 8 core, 12 GB.
Increase your eclipse jvm vm heap size max, at startup.
Default eclipse startup is either 256M or 512M. It should be at least 768M. I have tried 1024M which
made only a marginal difference above 768M. I found 900M seems to be
the most that would be used in my cases.
You may have to increase your permgen memory allocation too. I think
permgen space is used for storing class definition and are never
garbage-collected. I presume that when my eclipse hung indefinitely
was when there was no more permgen space to store new class defn.
I have never had to redefine the stackspace allocation for eclipse.
You can google around to find out the jvm startup arguments to define mem allocation. e.g. -Xmx, etc.
Initially develop only for a single browser. Decide between using FF
or Chrome as your dev browser. Then tune your entrypoint gwt.xml to
set the user-agent property for that browser. Google on gwt set
property user-agent. Compiling for only one browser, I have found,
speeds up the compilation a lot.
Don't ever store your projects, source files, resources or libs
that are accessed by the compiler, in a network or usb drive. All your
compilable/includable resources should be on your local drive.
Try to use maven or some other tool for dependency management, so that you do not need to access your jars or dependent projects over the network.
Do not, ever, let your development strategy roll down the hill by
depending on live-project dependencies. Having workspace with 50 or more
projects is disaster and signifies a development team in crisis.
The compulsive and persistent compilation, scanning of projects by
eclipse background take a huge toll on the performance of eclipse.
Try to disable as much validation as possible. e.g., disable html and
javascript validation.
If you have a huge number of server side projects ...
You need to re-architect your development strategy to cluster your 50 - 100 projects into project packages, so that each project package has no more than 20 compilable/validateable project members (ideally less than 5 projects). Each package is frozen by versions and packaged as jars. Use only the jars for development dependencies.
Your programmers need to learn not to have the impulse to work on a workspace with 200 projects. Enhancements are reserved for bugzillas of each project package. Having a 200 project workspace is bad project management. It wastes your programmers' time by having eclipse slow down now and then.
Have sufficient temp space (or for Windows sufficient slack space on
the user disk). I have experienced that insufficient disk space for
compiler buffering/caching has caused slow-downs and hang-ups. Having
a 5G slack space is the minimal - the more the merrier so as to
preclude having to clear the trash or search for files to delete or
clear the GWT compiler generated temp files. A 5G slack space is still
very inconvenient.
AFAI have experienced, neither windows 7/vista or linux made much performance difference except that eclipse seems to start up much slower on Windows.
Therefore, if you know how to tune your anti-virus, may be you should
tell the anti-virus software to skip scanning the workspace and project folders.
Unless you have an 8-core 12GB machine, you should disable most of windows
aero, trasparency. But you need to keep windows compositing
(otherwise you would destroy your eyesight looking at the bad fonts).
THE PROBLEM
I have a GWT project that worked fine on my old core2 machine. When I recently got a new core i7, 8GB ram (Dell XPS Ubuntu developer edition), I discovered that Eclipse hangs VERY OFTEN (about 90% of the startups hang) when I try to start debugging by clicking the browser link under the "Development Mode" eclipse view. There MUST be a thread synchronization bug (deadlock) that can only happen when the 'timing is different' from normal test cases. This fact that it's a timing bug deadlock is why it appears so "random" and has not yet been discovered and fixed. I have all the LATEST GWT at the time I'm writing this, and latest Eclipse etc.
THE WORKAROUND:
Luckily I discovered that if I copy that link and paste it into an already started instance of Firefox (outside eclipse) then there is never any hang. I'm 100% certain that this is not a problem in my code. I'm 95% certain it's a deadlock happening in GWT. So just don't click the "Development Mode" link and you'll be fine. Hope to have helped someone with this post.