mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
68 lines
1.8 KiB
Plaintext
68 lines
1.8 KiB
Plaintext
<?php
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// Set the game project name, this is what your game's exe/dll will be called
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setGameProjectName("Full");
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setPlatform( 'linux' );
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// Libs
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includeLib( 'mng' );
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includeLib( 'png' );
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includeLib( 'ungif' );
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includeLib( 'jpeg' );
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includeLib( 'tinyxml' );
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includeLib( 'opcode' );
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includeLib( 'squish' );
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includeLib( 'libvorbis' );
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includeLib( 'libtheora' );
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includeLib( 'libogg' );
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includeLib( 'zlib' );
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includeLib( 'pcre' );
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includeLib( 'collada_dom' );
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includeLib( 'convexDecomp' );
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// We need to pick the right physics engine to include.
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global $USE_BULLET_PHYSICS;
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/////// Application Config
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beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
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// Include only the dedicated crunchy Torque3D goodness
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echo( "\n - Loading project code configuration from \"torque3D.conf\"\n");
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include "torque3D.conf";
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// Include the project specific source files
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echo( "\n - Loading project code configuration from \"projectCode.conf\"\n");
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include "projectCode.conf";
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addEngineSrcDir( 'main' );
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endAppConfig();
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///////////////// And our solution
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beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
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addSolutionProjectRef( getGameProjectName() );
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addSolutionProjectRef( 'collada_dom' );
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addSolutionProjectRef( 'libvorbis' );
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addSolutionProjectRef( 'libtheora' );
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addSolutionProjectRef( 'libogg' );
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addSolutionProjectRef( 'ljpeg' );
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addSolutionProjectRef( 'lmng' );
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addSolutionProjectRef( 'lpng' );
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addSolutionProjectRef( 'lungif' );
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addSolutionProjectRef( 'opcode' );
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addSolutionProjectRef( 'pcre' );
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addSolutionProjectRef( 'squish' );
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addSolutionProjectRef( 'tinyxml' );
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addSolutionProjectRef( 'zlib' );
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addSolutionProjectRef( 'convexDecomp' );
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endSolutionConfig();
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?>
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