Game Development Community

TGEBuildMaster Released

by Prairie Games · in Torque Game Engine · 02/21/2003 (5:39 pm) · 1 replies

I broke off a piece of the PyTorque build system and packaged it up...

You can get the TGEBuildMaster(tm)

RIGHT HERE

Let me know if you're using it, have ideas, or run into problems...

From the Readme:

TGEBuildMaster(tm) - by Joshua Ritter

Torque DSW Utility and friend of CVS

Installation
-------------

1) Make sure you have Python installed (why wouldn't you?) ... If you don't have it:
http://www.python.org .. I suggest the latest stable version... Windows users just get the installer... it's
very easy... really... you'll like it :)

2) Unzip/copy the tgebuildmaster folder to your root Torque folder

3) From the tgebuildmaster folder run: python tgebm.py myproject

Where myproject is the name of the project you are creating... now, if I did my job right... in your root
torque folder there should be a myproject_vc6 folder... just open the myproject.dsw

Now hit compile and get a drink of water...

When your build is complete... the the resulting exes are in myproject_vc6/bin/mypoject.exe and myproject_vc6/bin/myproject_DEBUG.exe

It is up to you to copy these/set the link location and working directory for these... Hey, there's more to
this than building an exe! :)


Mini-Faq
--------

1) What is this?

The TGEBuildMaster is a Python script you can use on a new or existing project to generate a minimal
Torque Visual Studio Workspace...

2) Why would I want to do this?

It can be very nice to have your own .dsw instead of using the one from the Torque CVS... this makes it REALLY EASY
to do so... the .dsw you generate shares the code with the Torque CVS one... so merging from CVS etc all works!!!
Anything you change is reflected in tools, etc... whee...

The TGEBuildMaster can regenerate your Workspace files automatically, making it a breeze to
use you Workspace with CVS ... don't even put the project files in CVS!!! When new files are
added/subtracted just rerun the script... you don't even need to shut down the dev studio,
it'll detect this and reload the Workspace!

3) What the hell happened to the d3d opengl stuff?

I am not currently using this... and don't plan to until
the performance is looked at... if someone complains loud enough I'll add it.. otherwise, just keep the .dsp's
in your folder and manually add them when you update with the TGEBuildMaster

4) Why the hell did you do this?

The TGEBuildMaster is really a version of the PyTorque DistUtils ... the PyTorque project has some very
heavy build requirements (including running Swig to generate files, installing the python module after
building, keeping track of the interfaces and lots of new code files... etc) I _really_ didn't want
to hand do this... Visual Studio <-> DistUtils integration is really cool... also, I am tired of mucking
with Visual Studio Workspaces and CVS... better just to auto generate it from the sources...

The PyTorque build system works from Visual Studio or the command line... and is set to be cross platform
from a single tool... but that's enough about PyTorque for now... if your curious dig around in the included
scripts... holy cow huh! :)