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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_dedicated' );
- // 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_dedicated.conf\"\n");
- include "torque3D_dedicated.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();
- ?>
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