Torque3D/Templates/Full/buildFiles/config/project.linux.conf

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