Need help understanding VisualStudio 2010 compiling T3D source
by Zeph · in Torque 3D Beginner · 03/04/2013 (5:51 pm) · 2 replies
I was looking at an outdated tutorial for TGE that says to:
(copy the two provided files (guiObjectView.cc and guiObjectView.h) to the engine/gui/ directory and add them to your Visual Studio Project.)
First.... Im really new to using Visual Studio.. Ive always used raw C# script type editing, and Im new to messing with source files..
Second.. I took a look for the Engine/gui files on the T3D. I see it in only one place in the Torque 3d/Engine.. Then there is the Myproject/buildfiles..
I always thought If I did any edit to the source, it was in the Myprojects/buildfiles directory. Now Im thinking, It has to be in the Engine directory...
Im also thinking that if I make changes to the Engine directory, this will pretty much make a project Ive been working on pretty useless, and have to start over. Is my thinking right?
Which way is better.. To edit the Myprojects/buildfile directory, or the Engine directory?
Can someone explain to me the difference in layman terms between the two diff folder locations, and the correct way of which one to edit please... If I can understand how this is done, maybe I can port over My C script resources from A7 engine to C++ and put this in the T3D engine as well..
(copy the two provided files (guiObjectView.cc and guiObjectView.h) to the engine/gui/ directory and add them to your Visual Studio Project.)
First.... Im really new to using Visual Studio.. Ive always used raw C# script type editing, and Im new to messing with source files..
Second.. I took a look for the Engine/gui files on the T3D. I see it in only one place in the Torque 3d/Engine.. Then there is the Myproject/buildfiles..
I always thought If I did any edit to the source, it was in the Myprojects/buildfiles directory. Now Im thinking, It has to be in the Engine directory...
Im also thinking that if I make changes to the Engine directory, this will pretty much make a project Ive been working on pretty useless, and have to start over. Is my thinking right?
Which way is better.. To edit the Myprojects/buildfile directory, or the Engine directory?
Can someone explain to me the difference in layman terms between the two diff folder locations, and the correct way of which one to edit please... If I can understand how this is done, maybe I can port over My C script resources from A7 engine to C++ and put this in the T3D engine as well..
#2
For example say I want to add another MIT open source project engine render source that allows full terrain worlds to be created, with outer space. Do I compile this as its own, and include it as a build tool, or link it into the engine source header codes.. Or for example say the HTTP Object tutorial resource.
Say, Im adding a new H or C header that either I made or got from another open source project. How would I include this into the source? Where does the include link start, or do I include it from the add new file from inside visual studio and it gets updated automatically?
03/15/2013 (10:49 pm)
Thanks very good information.. That helped me a lot.. I have one other question that comes to mind.For example say I want to add another MIT open source project engine render source that allows full terrain worlds to be created, with outer space. Do I compile this as its own, and include it as a build tool, or link it into the engine source header codes.. Or for example say the HTTP Object tutorial resource.
Say, Im adding a new H or C header that either I made or got from another open source project. How would I include this into the source? Where does the include link start, or do I include it from the add new file from inside visual studio and it gets updated automatically?
Associate Michael Hall
Distracted...
Each project also has a /source directory. This is where project specific source files go. This usually goes ignored by most people.
Each project has a /buildFiles directory. This is where the IDE specific project and solution files end up. The Project Manager will generate these files automatically when the project is created or when generateProjects.bat is ran. GenerateProjects.bat is a useful "shortcut" so that you don't have to manually edit the project/solution files when adding or removing source files -- although you still can.