Linux Files and Compilation
by Jonathon Stevens · in Torque Game Engine · 01/19/2006 (8:17 pm) · 1 replies
Two unrelated questions here, but figured I'd just do 1 post since I'm sure they have easy answers. First would be about Linux. If I'm using starter.fps as a template to build a WINDOWS ONLY fps, then what files do I NOT need in the examples folder? I'd obviously back it up for later use, and to save the flamewar, I'm only supporting windows because this game is ONLY for me as a learning experience and will never be released.
Second, I'm wondering about how torque builds it's exe. I'm assuming the 'torquedemo.exe' is the actual file that gets built (I'm using vs.net 2005 pro.) What I'm curious about is how it knows where to place it? Does it automatically just point to the 'examples' folder? So if I make a copy of 'examples' and put it elsewhere, all future builds will NOT get updated to that exe unless I actually tell it to?
Thanks!
Second, I'm wondering about how torque builds it's exe. I'm assuming the 'torquedemo.exe' is the actual file that gets built (I'm using vs.net 2005 pro.) What I'm curious about is how it knows where to place it? Does it automatically just point to the 'examples' folder? So if I make a copy of 'examples' and put it elsewhere, all future builds will NOT get updated to that exe unless I actually tell it to?
Thanks!
About the author
With a few casual games under his belt as CEO of Last Straw Productions, Jonathon created the increasingly popular Indie MMO Game Developers Conference.
Associate Ron Yacketta
Keeping common, show and creator. common has scripts that are 'common' to all game types in the example dir (including starter.fps), show is used to view models and cretor is the gui editor.
2) Have a look at the project settings, dig around and you should find a project output variable that is set to ../example/torqueDemo.exe (or torqueDemo_Debug.exe). If you moved your example dir you will need to either modify this variable or manuly copy the file.
-Ron