Using iTGB as a static library...
by Lake Watkins · in iTorque 2D · 11/23/2009 (12:40 pm) · 21 replies
Hey, first the error:
"Game Startup Error "initializeProject' function could not be found.
This could indicate a bad or corrupt common directory for your game."
So, I'm using Torque to make an AR (Augmented Reality) game for the iPhone. In the normal iTGB framework, I've already got the camera rendering under a level built with TGB, but now I have a different problem. I'd be willing to share my camera solution with anyone that can help me solve this new problem.
From what I've read, a lot of the intensive AR functions will need to be implemented in C++, and I'd like to add my own components to the existing component system in the T2Di framework. Plus, I'll need to use a variety of other libraries (such as the ARToolKit). At the same time, I'd like to build prototypes for the games in the game builder, if not the full games themselves.
So rather than overhauling the T2Di framework, I created a new target and compiled the non-iphone specific code into a static library. I'm linking with this library in my own xcode project so that I can make local changes without conflicting with Torque. This works fine up to a point, but the game crashes when trying to load scripts. It seems like there's a dependency with the directory structure for scripts.
Does anyone know what these dependencies are? I triple checked the common directory that I'm referencing, and I know that this works with the default iTGB framework. The only change is that I'm linking with a static library instead of compiling all that code in place... has anyone dealt with this before?
"Game Startup Error "initializeProject' function could not be found.
This could indicate a bad or corrupt common directory for your game."
So, I'm using Torque to make an AR (Augmented Reality) game for the iPhone. In the normal iTGB framework, I've already got the camera rendering under a level built with TGB, but now I have a different problem. I'd be willing to share my camera solution with anyone that can help me solve this new problem.
From what I've read, a lot of the intensive AR functions will need to be implemented in C++, and I'd like to add my own components to the existing component system in the T2Di framework. Plus, I'll need to use a variety of other libraries (such as the ARToolKit). At the same time, I'd like to build prototypes for the games in the game builder, if not the full games themselves.
So rather than overhauling the T2Di framework, I created a new target and compiled the non-iphone specific code into a static library. I'm linking with this library in my own xcode project so that I can make local changes without conflicting with Torque. This works fine up to a point, but the game crashes when trying to load scripts. It seems like there's a dependency with the directory structure for scripts.
Does anyone know what these dependencies are? I triple checked the common directory that I'm referencing, and I know that this works with the default iTGB framework. The only change is that I'm linking with a static library instead of compiling all that code in place... has anyone dealt with this before?
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft