Game Development Community

Compiling the engine

by Kira · in Torque 3D Professional · 05/24/2009 (3:24 pm) · 3 replies

I am asking this as an artist not a developer.
I do not know how to do this and also even when we bought TGEA a few yrs back we found that there is not a concise HOW TO on compiling the engine I realise it depends what type of compiler you use but at least There could be a guide of some sort for T3D
I use Visual Studio 2008 and know the basics of .SLN and Headers etc but , I would feel a lot more comfortable if there was something to follow
A Compiling tutorial if you like...........

Does anyone have anything like this that applies to T3D and VS2008

#1
05/24/2009 (4:10 pm)
I think they've made it as easy as it can be. All you have to do (haven't tried it this way yet since I do it from VS 2008 so this isnt from experience) is in the lower right hand corner of T3d toolbox click that button that says C++ regenerate. The only thing I'm not sure of is if it will open VS2008 automatically or if you need VS2008 express.
#2
05/24/2009 (4:24 pm)
I thought that just updates any changes to the level , but what if you make changes to the source the root of Torque such as the Templates
#3
05/24/2009 (4:42 pm)
http://docs.garagegames.com/tgea/official/index.html?content/documentation/Getting%20Started/Getting%20Started.html

This i think was fairly concise, i believe you can skipp all then sdk stuff with VS2008 real version, the only additional step is to install the physx sdk for t3d.

pay particular attention to the bit where you need to add the locations of the directx sdk libraries and include files and you should be good to go.

Ive no doubt that when Master Perry gets back from vacation and back to work on the docs the t3d specific version of this page will be added :)