iTGB Shipping flags
by Hugo Munoz · in iTorque 2D · 06/11/2012 (3:25 pm) · 1 replies
Hey guys, Im about to ship an iTGB game, the problem is that I need to know exactly which compiler flags should be present for shipping, by flags I mean things like PUAP_SCRIPT_CHANGE, USE_COMPONENTS... and so on, and what should I do to prevent copying the *.cs files into the final build
I noticed that there is a shipping configuration that is created automatically when using the standard iTGB template, but I don't want to trust that, Im not saying is wrong, I just want to know what is required and its purpose. If somebody who has shipped something in the past to apple could kindly give me a summary of those steps will be greatly appreciated
Thanks in advance
Hugo
I noticed that there is a shipping configuration that is created automatically when using the standard iTGB template, but I don't want to trust that, Im not saying is wrong, I just want to know what is required and its purpose. If somebody who has shipped something in the past to apple could kindly give me a summary of those steps will be greatly appreciated
Thanks in advance
Hugo
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
thats a thing that iTGB won't take care off when doing the xcode project.
As for the rest: you normally leave it in place unless you have a reason to remove it (like being hit by one of the rare cases where PUAP is a problem). Use components is a thing you really only cut if you don't use behaviors at all as you will want to use the C++ counterpart and write code there to have them working performantly.