Hi ! First of all i want to say i love Urho3d ! It’s the most powerful c++ game engine i ever tested so far , you guys really did a great job !
I have sucessfully built the latest version (SHARED lib with visual studio 2008), but i can’t figure out how to create a new empty project in visual studio and use the built urho3d library?
What i did so far :
- created an empty win32 project.
- added a URHO3D_API proprocessor define (#define URHO3D_API)
- added all folders inside Urho3d’s Engine folder (e.g : Core , Audio , etc) as additional include paths
now the projects compiles , but it got one linker error :
which is probably defined in the Urho3d.dll.
if i define URHO3D_API as __declspec(dllimport) then it builds the exe but i get a bunch of warnings like this :
So can you tell me what i’m doing wrong ? Or what is the proper way to create a new project ?
Thanks and keep up the good work !
if you are using master and having to define the URHO3D_API you need to include the <Urho3d/Urho3d.h> header which is generated from cmake.
Hi ! Well i didn’t used cmake for the new project i did everything manually in visual studio (adding paths and defines)
i used Cmake only for build Urho3d and the samples for visual studio so i have no Urho3D.h file…
it works (i can run the exe) i just have to get rid of those warnings somehow
For reference the general build instructions are here: urho3d.github.io/documentation/H … lding.html
As far as my usual method goes for making a project I do 1 of 2 methods.
Part of solution:
If i want to build in the same ‘solution’ as urho I copy/paste the Urho3D Player and use that as a template. If you know ruby there is a rake task to do this very thing.
If you want urho’s build magic then follow these directions: urho3d.github.io/documentation/H … brary.html
If you do not want build magic then build urho normally and grab the include/lib folders from the build.
Hey thanks , i’ve found out that there was a Urho3D.h file built after all… i just missed it. And as i see the above mentioned warning (4251) is disabled , thats exacly what i did so
it finally works without any warnings and errors !
So i did it without using CMake.To be honest i don’t like fiddling with Makelists CMake and commandline… i think it’s an unnecessary time-wasting step (at least on windows)
If you enjoy configuring your own project the hard way then you may want to look at the baked compiler defines and flags which is auto-generated when you build Urho3D (shared) library using CMake. The baked setting can be found in your Urho3D build-tree under “Source/Urho3D/Urho3D.pc”. Note the stress that it is generated in the build-tree and that it is baked, i.e. its content differs from one to another depends on the enabled build options when you build your Urho3D library.