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Using External Libraries
With game industry standard IDE MS Visual Studio
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Environment Variables
Control Panel->System->Advanced->Environment Variables->User variables->New: Variable name: OGRE_HOME Variable value: E:\OGRE\OgreSDK_1.4.5_VS2003 Variable value will be different on your machine
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Environment Variables
Eg. {variable name, variable value}: {OGRE_HOME, E:\OGRE\OgreSDK_1.4.5_VS2003} {IRRLICHT_HOME, E:\irrlicht-1.3} {NEWTON_HOME, E:\NewtonSDK} {FMOD_HOME, E:\FMOD\FMOD_Ex_API} {IRRNEWT_HOME, E:\IrrNewt_SDK_0_4} {OGRENEWT_HOME, E:\OGRE_Newt\OgreNewt_Main}
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Include and library files
When Visual Studio starts, go to Tools->Options->Projects->VC++ Directories
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Include files Show directories for: Include files Add the following:
$(OGRE_HOME)\samples\refapp\include $(OGRE_HOME)\samples\include $(OGRE_HOME)\include $(NEWTON_HOME)\sdk\ $(OGRENEWT_HOME)\inc $(IRRLICHT_HOME)\include $(IRRNEWT_HOME)\include\ $(FMOD_HOME)\api\inc
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Library files When Visual Studio starts, go to Tools->Options->Projects->VC++ Directories
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Library files Show directories for: Library files Add the following:
$(OGRE_HOME)\lib $(NEWTON_HOME)\sdk\dll $(OGRENEWT_HOME)\lib\debug $(IRRLICHT_HOME)\lib\Win32-visualstudio $(IRRNEWT_HOME)\lib\win32-vc++6 $(FMOD_HOME)\api\lib
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Additional Dependencies
After you create a project go to Project->Properties->Linker->Input->Additional Dependencies
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Additional Dependencies
Depending on how much of the engine you are using you may not need to list all the following .lib files, it’s a complete list: Ogre: CEGUIBase_d.lib, ode.lib, OgreGUIRenderer_d.lib, OgreMain_d.lib, OIS_d.lib, ReferenceAppLayer_d.lib Irrlicht: irrlicht.lib Newton: newton.lib IrrNewt: irrnewt.lib OgreNewt: OgreNewt_Main_d.lib FMOD: fmodex_vc.lib
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Executable files You need to copy the following .dll files to the directory where your .exe is (your application may not need all, this is a complete list): Ogre: CEGUIBase_d.dll, CEGUIExpatParser_d.dll, CEGUIFalagardWRBase_d.dll, cg.dll, OgreGUIRenderer_d.dll, OgreMain_d.dll, OIS_d.dll, Plugin_BSPSceneManager_d.dll, Plugin_CgProgramManager_d.dll, Plugin_OctreeSceneManager_d.dll, Plugin_ParticleFX_d.dll, ReferenceAppLayer_d.dll, RenderSystem_Direct3D9_d.dll, RenderSystem_GL_d.dll Newton: Newton.dll FMOD: fmodex.dll
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Executable files You define where your .exe file will be built:
Properties->Linker->General->Output File
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Ogre specific By default Ogre .exe will look for media.cfg, ogre.cfg, plugins.cfg, resources.cfg and the ../../media directory and its subdirectories. For now it will be easier if you put your executable under: $(OGRE_HOME)\bin\debug For your final game you can change the .cfg files and get rid of stuff you don’t use, only copy the assets that you need from the media directory, and create your .exe wherever you want.
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