KDevelop 3.2.0
by Rizzen · in Torque Game Engine · 07/01/2005 (9:00 am) · 3 replies
Does anyone know how to setup Torque correctly in KDevelop 3.2.0? The "Setting up the Torque SDK on Linux" for the KDevelop is completely outdated.
Thanx
Thanx
About the author
#2
1) Click on project/ import existing project
2) select generic C++ application (custom makefile)
3) Set directory to the base directory of your project
That should import every file from the base directory down into the file list. Now you just need to tweak the project options to tell it where the make file is and what exe to run.
in Project Options / build options fill in the "run build tool in the following directory" to be the path to your root tge folder eg "/home/gary/development/mytgeproject/" (use full path for this not relative)
In Project options / run set the Main program option to the resulting "bin" location eg "example/Torque_DEMO.bin" and I tend to also set Program arguements to "-nohomedir" so that gui's/dso's etc end up in the same folder rather than off in the ~/.garagegames subfolder.
You should now be able to build the entire project. Assuming you've already configured the makefile from the command line to be a LINUX, GCC3, RELEASE or DEBUG setting.
07/01/2005 (9:53 am)
Its pretty simple to do. 1) Click on project/ import existing project
2) select generic C++ application (custom makefile)
3) Set directory to the base directory of your project
That should import every file from the base directory down into the file list. Now you just need to tweak the project options to tell it where the make file is and what exe to run.
in Project Options / build options fill in the "run build tool in the following directory" to be the path to your root tge folder eg "/home/gary/development/mytgeproject/" (use full path for this not relative)
In Project options / run set the Main program option to the resulting "bin" location eg "example/Torque_DEMO.bin" and I tend to also set Program arguements to "-nohomedir" so that gui's/dso's etc end up in the same folder rather than off in the ~/.garagegames subfolder.
You should now be able to build the entire project. Assuming you've already configured the makefile from the command line to be a LINUX, GCC3, RELEASE or DEBUG setting.
#3
Just something I want to check. Does modifying, adding and/or removing source files to the project require any special changes to the makefiles?
Thanx for the help. :)
07/04/2005 (11:03 am)
I manage to have KDevelop 3.2.0 to compile Torque without any errors.Just something I want to check. Does modifying, adding and/or removing source files to the project require any special changes to the makefiles?
Thanx for the help. :)
Torque Owner Robert Stewart