Game Development Community

Building in Visual Studio 2013

by Vincent Ellis · in Torque 3D Professional · 12/30/2014 (7:36 pm) · 7 replies

I have a few questions about building T3D on VS2013 Community Edition:

* Should i use CMake or the project generator?
* How can i use bullet instead of PhysX? What's the supported version? Is the library included?
* Any tutorial on how to compile for 64 bit?
* Which DirectX SDK do i need? Or is the OpenGL version already working?

I'm trying to build the "development" branch.

#1
01/02/2015 (4:03 pm)
Another question: what are the advantages/disadvantages of Torque Physics over Bullet/PhysX?
#2
01/02/2015 (8:15 pm)
Currently CMake is in a kind of 'experts only' state. It's unfortunately required for 64-bit builds currently, and you can find a tutorial here.

You can use Bullet by checking the appropriate box in the project manager. Not sure what it's like for CMake currently. DX SDK June 2010 should do it for you. And OpenGL is currently working, but not entrely stable/available depending on your drivers; give it a go and see (there's a checkbox in the project manager, again not sure about cmake).

Torque physics is just generally less good than the external physics libraries. In terms of simulation quality and stability, I think.
#3
01/04/2015 (4:22 pm)
Thanks for the info. I wasn't able to find the Bullet stuff in the CMake, but i'll dig into it.
#4
01/05/2015 (5:20 am)
As far as I know, the Bullet/PhysX implementations don't play nicely in a networked/multiplayer environment.
#5
01/05/2015 (4:51 pm)
What do you mean by that? The vehicles? Or player movement/hit detection, etc?
#6
01/05/2015 (11:42 pm)
Dan: will there ever be a project generator update for x64? I prefer it over cmake... :)
#7
01/06/2015 (1:43 pm)
I believe WLE already has such an addition, and may have already made a PR. But see also [url= http://garagegames.com/community/forums/viewthread/140596 ]this thread[/url] where we talk about using cmake as a backend for the PM. I'm still doing thought research on that.