Game Development Community

Compiling a game

by Andrew · in Torque Game Engine · 03/08/2005 (6:06 pm) · 5 replies

How does one compile a Torque game once he's completed development? And how does one compile different versions for the different Operating Systems?

#1
03/08/2005 (6:14 pm)
Compiling isn't something that just happens at the end, and it doesn't just happen for different operating systems.

As you make changes to code (not scripts), you rebuild the executable and test out the changes. This is (typically) an interative process. To build for different operating systems, you must have access to those operating system and build on those.

The Torque Game Engine has compile instructions for each operating system. In fact, I think there are free compilers on each operating system that you can use. For the most part (assuming you stick to TGE functions), compiling for each operating system should not require changes in the source code.

If you are just changing scripts and media, you simply need a version of the compiled Torque Engine on each operating system. I don't think you can release a game this way, though.
#2
03/08/2005 (8:55 pm)
>If you are just changing scripts and media, you simply need a
>version of the compiled Torque Engine on each operating system.
>I don't think you can release a game this way, though.

As long as you own a copy of the license, you are allowed to release a game in this way. Choosing not to make any changes to the source code tends to be rather limiting though.
#3
03/09/2005 (5:35 pm)
So if i develop my game totally on GNU/Linux and i compile it, how do i port it over to Windows?
#4
03/09/2005 (5:51 pm)
You need either a crosscompiler from linux to windows, and mingw installed. There might be or not be help available to do this.
Or use a virtual PC (VMWare) in linux to run windows, and run mingw there, or buy a copy of visual studio.
#5
03/11/2005 (11:00 pm)
Oh sheesh. I guess i'll worry about that later.