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TorqueLib and TorqueDemo Project Differences

by Jorge Luis Gandulfo · in Torque Game Engine · 10/06/2003 (7:05 am) · 6 replies

Yes in the latest head, this two project have some differences.

Files like guibitmapbuttonctrl aren't added in the Engine.lib.

After taking a little look at things i realised is better to have a TorqueDemo project linked to the TorqueLib, instead of having duplicated projects like now.

That way it would be easier for everybody to modify things out and mantain new versions.

Im working now on separating a project that does the same things as the demo, but just links the engine.lib.

#1
10/06/2003 (7:07 am)
All the Ogg vorbis errors generated by compiler were made becouse the TorqueDemo have some files that the TorqueLib didn't.

If some of the torque developers or mantainers are interested in this, send em an email so i can explain better.
#2
10/06/2003 (7:24 am)
The Torque console system will not work from a static library. Even if it did, you would still only be able to link against one other module.

You would need to generate a shared library.

-J
#3
10/06/2003 (8:14 am)
The idea is this, you modify things on the library, and they are implemented in all the other projects.

That way it would be easier to mantain all the projects code.

Thanx to this actual mess map2dif isn't compiling in the head.
#4
10/06/2003 (9:20 am)
What compiler are you using? If you're using VC7, I'll try to check in an updated project file tonight...
#5
10/06/2003 (2:02 pm)
I have VC7, to make Map2Dif compile i added some files that where in the AUDIO folder of the TorqueDemo project, to the LIb project.

I separated an demo project linked to the lib also, and it would;t work becouse of console commands exceptions.
#6
10/06/2003 (2:39 pm)
Their is a diff between the Engine and the Lib, the Lib does not include all of the audio files and the PlatformAudio.h (I think that is the other file). This causes external application, such as map2dif to fail a compile.

-Ron