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Using External Libraries

Using External Libraries. With game industry standard IDE MS Visual Studio. Environment Variables. Control Panel->System->Advanced->Environment Variables->User variables->New: Variable name: OGRE_HOME Variable value: E:OGREOgreSDK_1.4.5_VS2003

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Using External Libraries

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  1. Using External Libraries With game industry standard IDE MS Visual Studio

  2. Environment Variables • Control Panel->System->Advanced->Environment Variables->User variables->New: • Variable name: OGRE_HOME • Variable value: E:\OGRE\OgreSDK_1.4.5_VS2003 • Variable value will be different on your machine

  3. Environment Variables • Eg. {variable name, variable value}: • {OGRE_HOME, E:\OGRE\OgreSDK_1.4.5_VS2003} • {IRRLICHT_HOME, E:\irrlicht-1.3} • {NEWTON_HOME, E:\NewtonSDK} • {FMOD_HOME, E:\FMOD\FMOD_Ex_API} • {IRRNEWT_HOME, E:\IrrNewt_SDK_0_4} • {OGRENEWT_HOME, E:\OGRE_Newt\OgreNewt_Main}

  4. Include and library files • When Visual Studio starts, go to Tools->Options->Projects->VC++ Directories

  5. Include files • Show directories for: Include files • Add the following: • $(OGRE_HOME)\samples\refapp\include • $(OGRE_HOME)\samples\include • $(OGRE_HOME)\include • $(NEWTON_HOME)\sdk\ • $(OGRENEWT_HOME)\inc • $(IRRLICHT_HOME)\include • $(IRRNEWT_HOME)\include\ • $(FMOD_HOME)\api\inc

  6. Library files • When Visual Studio starts, go to Tools->Options->Projects->VC++ Directories

  7. Library files • Show directories for: Library files • Add the following: • $(OGRE_HOME)\lib • $(NEWTON_HOME)\sdk\dll • $(OGRENEWT_HOME)\lib\debug • $(IRRLICHT_HOME)\lib\Win32-visualstudio • $(IRRNEWT_HOME)\lib\win32-vc++6 • $(FMOD_HOME)\api\lib

  8. Additional Dependencies After you create a project go to Project->Properties->Linker->Input->Additional Dependencies

  9. Additional Dependencies • Depending on how much of the engine you are using you may not need to list all the following .lib files, it’s a complete list: • Ogre: CEGUIBase_d.lib, ode.lib, OgreGUIRenderer_d.lib, OgreMain_d.lib, OIS_d.lib, ReferenceAppLayer_d.lib • Irrlicht: irrlicht.lib • Newton: newton.lib • IrrNewt: irrnewt.lib • OgreNewt: OgreNewt_Main_d.lib • FMOD: fmodex_vc.lib

  10. Executable files • You need to copy the following .dll files to the directory where your .exe is (your application may not need all, this is a complete list): • Ogre: CEGUIBase_d.dll, CEGUIExpatParser_d.dll, CEGUIFalagardWRBase_d.dll, cg.dll, OgreGUIRenderer_d.dll, OgreMain_d.dll, OIS_d.dll, Plugin_BSPSceneManager_d.dll, Plugin_CgProgramManager_d.dll, Plugin_OctreeSceneManager_d.dll, Plugin_ParticleFX_d.dll, ReferenceAppLayer_d.dll, RenderSystem_Direct3D9_d.dll, RenderSystem_GL_d.dll • Newton: Newton.dll • FMOD: fmodex.dll

  11. Executable files • You define where your .exe file will be built: • Properties->Linker->General->Output File

  12. Ogre specific • By default Ogre .exe will look for media.cfg, ogre.cfg, plugins.cfg, resources.cfg and the ../../media directory and its subdirectories. For now it will be easier if you put your executable under: • $(OGRE_HOME)\bin\debug • For your final game you can change the .cfg files and get rid of stuff you don’t use, only copy the assets that you need from the media directory, and create your .exe wherever you want.

  13. Ask us • If you need help for anything: • cs134tas@cs.brown.edu

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