project.linux.conf 1.8 KB

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  1. <?php
  2. // Set the game project name, this is what your game's exe/dll will be called
  3. setGameProjectName("Full");
  4. setPlatform( 'linux' );
  5. // Libs
  6. includeLib( 'mng' );
  7. includeLib( 'png' );
  8. includeLib( 'ungif' );
  9. includeLib( 'jpeg' );
  10. includeLib( 'tinyxml' );
  11. includeLib( 'opcode' );
  12. includeLib( 'squish' );
  13. includeLib( 'libvorbis' );
  14. includeLib( 'libtheora' );
  15. includeLib( 'libogg' );
  16. includeLib( 'zlib' );
  17. includeLib( 'pcre' );
  18. includeLib( 'collada_dom' );
  19. includeLib( 'convexDecomp' );
  20. // We need to pick the right physics engine to include.
  21. global $USE_BULLET_PHYSICS;
  22. /////// Application Config
  23. beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
  24. // Include only the dedicated crunchy Torque3D goodness
  25. echo( "\n - Loading project code configuration from \"torque3D.conf\"\n");
  26. include "torque3D.conf";
  27. // Include the project specific source files
  28. echo( "\n - Loading project code configuration from \"projectCode.conf\"\n");
  29. include "projectCode.conf";
  30. addEngineSrcDir( 'main' );
  31. endAppConfig();
  32. ///////////////// And our solution
  33. beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
  34. addSolutionProjectRef( getGameProjectName() );
  35. addSolutionProjectRef( 'collada_dom' );
  36. addSolutionProjectRef( 'libvorbis' );
  37. addSolutionProjectRef( 'libtheora' );
  38. addSolutionProjectRef( 'libogg' );
  39. addSolutionProjectRef( 'ljpeg' );
  40. addSolutionProjectRef( 'lmng' );
  41. addSolutionProjectRef( 'lpng' );
  42. addSolutionProjectRef( 'lungif' );
  43. addSolutionProjectRef( 'opcode' );
  44. addSolutionProjectRef( 'pcre' );
  45. addSolutionProjectRef( 'squish' );
  46. addSolutionProjectRef( 'tinyxml' );
  47. addSolutionProjectRef( 'zlib' );
  48. addSolutionProjectRef( 'convexDecomp' );
  49. endSolutionConfig();
  50. ?>