Game Development Community

Implementing Edited Engine Code

by Clark Kromenaker · in Torque Game Engine · 11/09/2005 (1:23 pm) · 5 replies

Hi,

There's just a little something that is a bit unclear to me...

When you make changes to the source code and recompile it, do you simply overwrite the executable of your project with the one created in the example folder to make your game use the new version, or is there something else you have to do? Or, do you only have to compile the new source code and no overwriting is required?

#1
11/09/2005 (1:29 pm)
When you build the source, the new executable replaces the old one in the directory you have specified as output directory, and it should be the example directory
#2
11/09/2005 (6:18 pm)
Thanks, I thought that was how it works.
#3
11/09/2005 (8:16 pm)
Actually, thats really close, but not exact.
It depends on if you do a DEBUG or a RELEASE build, which binary gets dropped into the examples directory.
If you do a DEBUG build and only have the RELEASE binary in the examples directory nothing will be replced but torqeDemo_DEBUG.bin will be sitting in there.
Or at least this is how it works in Linux, I would think the windows build is essentially the same though.
#4
11/09/2005 (11:37 pm)
Dreamer is correct, there are two possible outputs of the build process, either a "normal" exe/bin/whatever (torqueDemo.exe on windows), or a debug build with extra validation, symbols, etc. called torqueDemo_DEBUG.exe.
#5
11/10/2005 (7:06 am)
I noticed after a little experimenting that rebuilding the source was only replacing the torqueDemo_DEBUG.exe file with the updated version, which is actually a plus, I think. If the new build doesn't work as planned, then I could just use the old build from the non-debug executable until I fix the problem.