Alpha & Oméga
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Une mise à jour hebdomadaire de XOOM, responsable de la nouvelle équipe de développeurs !
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24/03/2018, 09h18 |
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[Actu] Campagne de financement 2018 - WWII Online
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voilà un jeu pour lequel j'ai participé sans soucie.
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24/03/2018, 10h47 |
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Comte / Comtesse
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Suis daccord avec exodiuss
mais allez on s accroche ca va marcher!! (FYO82000) |
24/03/2018, 11h31 |
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j ai participé , même si ce n' est pas déductible des impôts
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25/03/2018, 11h51 |
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Alpha & Oméga
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Plus d'informations sur le déroulement d'une mise à jour du jeu vers le 64 bits :
http://forums.wwiionline.com/forums/...velopment-crs/ "Changing WWII Online to 64-bit (forums) : Note: This discussion applies to C++ code The term 64-bit applies to the instruction set available on Intel and AMD processors. These are generally known as x64, x86_64 or AMD64. Most modern Windows, MacOS and Linux versions support 64-bit code natively, ie they run in 64-bit mode and support 32-bit applications via some kind of translation scheme. (in Windows it’s known as WoW64 for example). Read in more exhaustive detail here (https://en.wikipedia.org/wiki/64-bit_computing) . To check your OS, use “uname -a” on Linux, or open Control Panel->System on Windows, and 64-bit support for Mac has been since MacOS 10.4. A 64-bit processor supports considerably larger amounts of virtual memory and physical memory than is possible on 32-bit architectures. This is one of the major benefits of 64-bit, because it allows programs to store large amounts of data in memory. In addition, x86-64 provides 64-bit general-purpose registers and a variety of other enhancements, such as a more resilient memory model. The impetus behind upgrading WWII Online from 32- to 64-bit is driven by 3 primary factors – (1) the need to modernize; (2) the requirement from Apple to no longer support 32-bit applications on the next MacOS release and to deny 32-bit application entry to the Mac store in September; and (3) the performance and memory allocation benefits inherent in 64-bit processors, and especially on 64-bit Windows which is 90%+ of our players. From a technical perspective, porting the WW2.exe code to 64-bit involves a number of steps: Changing compiler targets to 64-bit Recompiling dependent libraries In some cases, converting code to use 64-bit capable versions of some libraries (eg Granny) Resolving issues with the changes to the type system, especially those involving pointers. Pointers are now 64 bits and a lot of legacy code subverts them to ints for simplicity and ease of arithmetic. Resolving potential issues with arrays and struct alignments. Dealing with the size increase in the time_t type, and that sizeof now returns a 64-bit value. Checking (x)printf modifiers (the compiler does a lot of this detection). A myriad of other issues (see https://www.viva64.com/en/a/0004/ for exhaustive detail) Careful reading the Windows documentation (eg https://docs.microsoft.com/en-au/cpp/build/configuring-programs-for-64-bit-visual-cpp), and the Mac (https://developer.apple.com/library/content/documentation/Darwin/Conceptual/64bitPorting/intro/intro.html). The tools required for conversion (apart from those required to build some dependent libraries) are usually just the platform’s compiler (VC++ for Windows, Xcode for the Mac). Lastly because the conversion affects all corners of the code, exhaustive testing is required before release." |
28/04/2018, 16h48 |
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