|
This page describes how to use the iCompile command-line tool to
create new G3D projects on Unix-like operating systems: OS X, Linux,
and FreeBSD. We recommend iCompile because it makes the process
extremely simple. You can also use Makefiles or visual IDEs like
Xcode, Eclipse, KDevelop, and Magic C++ of course.
-
Create a new project directory. If the project is a static library, end the name in '.lib' or '.a'. If the project is a dynamic library, end the name in '.dll' or '.so'. Example:mkdir game
-
Make the project directory the current directory. Example:cd game
-
Run iCompile with no arguments. Example:icompile
-
At the prompts answer:
- Are you sure you want to compile... Yes
- Would you like to generate... Yes
- Select a project template... G3D
-
Your project has now been created and compiled. (It matches
the g3d-7.00/demos/starter/ demo). To run an unoptimized debug
build of your program, type icompile --run
-
When run,
the sample program will have the camera floating in space near a set of colored axes. Hold down the right mouse button and use
the mouse to rotate the camera and the W, A, S, and D letter keys
to translate the camera (these are standard first-person video game controls). The Developer Window in the lower right corner of your
program's 3D window gives you additional debugging tools. You can quit the program by pressing ESC at any time.
-
Edit your App.cpp file. The comments in the file show you where to add code for rendering, input processing, network, and graphics.
-
Type icompile --help or refer to the iCompile Manual for information about
creating optimized builds, running your program under a debugger, and
managing data files.
Generated on Thu Aug 2 11:40:43 2007 for G3D by
1.5.2
Hosted by
| |