Horde3D
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Borland C++
http://horde3d.org/forums/viewtopic.php?f=2&t=50
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Author:  runev [ 06.02.2007, 15:58 ]
Post subject:  Borland C++

Can I use Horde3D with Borland builder C++ .
If so, how?

rune
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Author:  marciano [ 07.02.2007, 00:42 ]
Post subject: 

The precompiled DLLs can easily be used with any win32 C++ compiler. Recompiling the engine should also be possible since most of it is standard compatible C++. Some people have already used Horde with gcc.

From your question I have to assume that you don't have much experience with C++? Unfortunately I can't tell you here how to create a windows application and use a dll. Better get a good book which explains the basics for that... :roll:

Author:  runev [ 09.02.2007, 17:15 ]
Post subject: 

Thanks for your answer marciano.
This means yes, which is good. Somebody told me I would have to use Microsoft's Visual C++ in order to be able to use Horde3D. From your answer I don't. I have done a lot of C++ programming making simulations and visualizations using OpenGL but embarrassingly I'm not very familiar with using libraries, dll'd for game engines etc. and linking it into my applications.
I've downloaded the files and understand I need the Horde3D.dll the Horde3D.h but I'm missing the .lib files..? I guess what I should do is to find out is how to make a .lib from the source? Right? or am I far out? Or is the Horde3D.dll really all I need?
runev :?

Author:  marciano [ 09.02.2007, 17:24 ]
Post subject: 

The precompiled lib files are also already included (Binaries/Bindings/C++ directory). So you don't have to recompile the engine. Just copy the DLLs to your working directory, include the two header files in your code and tell the linker to use the lib files. Sounds simple? It is simple :)
After that you can use Horde. The best for getting started with programming is having a look at the sample application.

Author:  DarkAngel [ 13.02.2007, 09:16 ]
Post subject: 

I got horde to compile on GCC (MinGW32) with the Code::Blocks IDE pretty easily.

Besides importing the workspace, the only change I had to make (in the 0.8 code base) was in utOpenGL.h - for some reason "ptrdiff_t" wasn't defined on my compiler, so I just replaced all instances of "ptrdiff_t" with "int".

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