Incredibuild usuage with Torque engine
by Lateral Punk · in Torque Game Engine · 06/17/2004 (3:45 pm) · 3 replies
#2
As long as you give the right object files to the linker, you'll get a valid executable or library.
So you need to find a way to get Incredibuild to insert those object files from the assembler tool, nasm, into the linking stage. I don't know enough about Incredibuild to tell you exactly how to do this but I'd be surprised if it wasn't possible.
06/17/2004 (9:12 pm)
The .asm files in Torque contain assembly. Similarly to C++ source, assembly is compiled to object files (which have a .obj extension). Then all the object files are run through the linker to produce the final executable.As long as you give the right object files to the linker, you'll get a valid executable or library.
So you need to find a way to get Incredibuild to insert those object files from the assembler tool, nasm, into the linking stage. I don't know enough about Incredibuild to tell you exactly how to do this but I'd be surprised if it wasn't possible.
#3
06/30/2004 (11:54 am)
Aparently this bug has been resolved in the latest release of Incredibuild - available now.
Associate Ben Garney
The "custom build tools" are to compile some assembly code. We use nasm. I would be surprised if incredibuild didn't have some way to compile .asm files and link them with the project - it shouldn't affect anything else, since the .asms get made into object files just like a normal cpp file. Perhaps there's a way to stuff .obj files into the linker?