Split the engine in several static libraries
by Anonymous · in Torque Game Engine Advanced · 07/03/2011 (1:56 pm) · 3 replies
Hi everyone! I managed to split every engine component (e.g., core, sfx, gfx) in static libraries, and then link them in the executable. I wanted this because I want to keep the engine separated from the various executables that will use them. The thing is that it compiles well, but it won't work, the log just says the following:
//-------------------------- 7/2/2011 -- 23:57:41 -----
Processor Init:
AMD (unknown), ~2.13 Ghz
(timed at roughly 2.14 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
--------- Loading MODS ---------
--------- Parsing Arguments ---------
common/main.cs (30): Unable to find function initDisplayDeviceInfo
Binding server port to default IP
UDP initialized on port 0
main.cs (15): Unable to instantiate non-conobject class GuiCanvas.
The static libs are using the exact same project properties than the TGEA executable, preprocessor definitions, etc. (The only difference, of course, is Configuration Type)
Also the linker gave several LNK4221 warnings in a couple of "empty" cpp files. (The files are the same ones used in the original TGEA project which is working).
Does anybody know if there's a way to do this?
I'm using TGEA 1.8.0 and VC++ 2008. Thanks!
//-------------------------- 7/2/2011 -- 23:57:41 -----
Processor Init:
AMD (unknown), ~2.13 Ghz
(timed at roughly 2.14 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
--------- Loading MODS ---------
--------- Parsing Arguments ---------
common/main.cs (30): Unable to find function initDisplayDeviceInfo
Binding server port to default IP
UDP initialized on port 0
main.cs (15): Unable to instantiate non-conobject class GuiCanvas.
The static libs are using the exact same project properties than the TGEA executable, preprocessor definitions, etc. (The only difference, of course, is Configuration Type)
Also the linker gave several LNK4221 warnings in a couple of "empty" cpp files. (The files are the same ones used in the original TGEA project which is working).
Does anybody know if there's a way to do this?
I'm using TGEA 1.8.0 and VC++ 2008. Thanks!
Torque Owner Mike Rowley
Mike Rowley
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