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how to create an xcode or makefile project using Horde3D?
http://horde3d.org/forums/viewtopic.php?f=2&t=1095
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Author:  Thunder0ne [ 06.02.2010, 13:32 ]
Post subject:  how to create an xcode or makefile project using Horde3D?

Hi all,
I built Horde3D with xcode and it looks like it worked, even if the two provided samples are not running correctly on a mac book pro (it might be a graphic card issue ).
Besides that, I would like to create a project with xcode using Horde3D as rendering engine:
how do I do it? Shall i use a carbon application template, Cocoa, or just c++ console application? Which binaries should I link with?

Makefiles
I would like also to create a project based on makefiles, since it seems it is the most multiplatform thing we have available now. I created them with cmake and compiled correctly, but I have not understood where are the compilation products such as libraries, static or dynamic, and the two executable examples.
Could anyone kindly help?

Many thanks.

Author:  ArisBezas [ 08.03.2010, 11:25 ]
Post subject:  Re: how to create an xcode or makefile project using Horde3D?

Me also i would like to built an XCode project using Horde3D as rendering engine.
Thunder0ne i you have found the solution please let me know.

Author:  phoenix64 [ 08.03.2010, 19:37 ]
Post subject:  Re: how to create an xcode or makefile project using Horde3D?

no idea really, but just try and play around with the settings! That always works!

I'd bet, just create a console application and link with Horde3D and Horde3DUtils libs. Same as on Linux/Windows.

Author:  swiftcoder [ 09.03.2010, 13:38 ]
Post subject:  Re: how to create an xcode or makefile project using Horde3D?

phoenix64 wrote:
I'd bet, just create a console application and link with Horde3D and Horde3DUtils libs. Same as on Linux/Windows.
Apple loves to create their own terminology for everything ;)

I would just create an empty XCode project, add a new Cocoa Application Target, add the relevant source files and shared libraries (Horde3D and glfw) to that target, add the necessary system frameworks (Cocoa and OpenGL), and compile.

The details of doing all that are fairly involved though, so suggest you read up on XCode.

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