This document lists all Banshee 3rd party libraries and provides information on how to compile and include them in your own project. It is meant to be used as a guide to create your own Banshee project file, potentially for compiler/IDE other than Visual Studio. Normally these files will be provided pre-compiled for you. BansheeEngine relies on the following 3rd party libraries: - Mono 3.8.0 - http://www.mono-project.com - See MonoIntegrationGuide.txt on how to compile & integrate Mono BansheeCore relies on the following 3rd party libraries: - NVIDIA Texture Tools 2.0.8 - https://code.google.com/p/nvidia-texture-tools/ - See NVTTCompilationGuide.txt on how to compile it for Banshee Place dependency files in: - Library include files in (BansheeRootDir)/Dependencies/Include - Static library files in (BansheeRootDir)/Dependencies/lib/(Platform)/(Configuration) - Dynamic library files in (BansheeRootDir)/bin/(Platform)/(Configuration) ---------------------------------------------------------------------------------- Banshee plug-in dependencies: BansheeFBXImporter (optional) relies on: - FBX SDK 2015.1 - http://usa.autodesk.com/fbx BansheeFreeImgImporter (optional) relies on: - FreeImage 3.13.1 - http://freeimage.sourceforge.net BansheeFontImporter (optional) relies on: - Freetype 2.3.5 - http://www.freetype.org - IMPORTANT NOTE: When compiling as static library make sure to define "FREETYPE2_STATIC". It is not defined by default in provided Visual Studio projects, which can cause a headache. BansheeOISInput (optional) relies on: - BansheeOIS - Slightly modified version of OIS 1.3 specifically for Banshee - Supplied with Banshee source code but compiled as a separate project into a dependency BansheeD3D11RenderAPI & BansheeD3D9RenderAPI (both optional) rely on: - Microsoft DirectX SDK June 2010 - http://www.microsoft.com/en-us/download/details.aspx?id=6812 - After installing the SDK make sure DXSDK_DIR environment variable is set up pointing to the installation path BansheeSL (optional) relies on: - Bison 2.7 - Install as a tool dependency, in its own folder as Bison/bison.exe (+ any dependant files) - http://sourceforge.net/projects/winflexbison/files/ - Flex 2.5.37 - Install as a tool dependency, in its own folder as Flex/flex.exe - http://sourceforge.net/projects/winflexbison/files/ Place plug-in specific dependency files in: - Library include files in (BansheeRootDir)/(PluginDir)/Dependencies/Include - Static library files in (BansheeRootDir)/(PluginDir)/Dependencies/lib/(Platform)/(Configuration) - Tools (executables) in (BansheeRootDir)/(PluginDir)/Dependencies/tools - Dynamic library files in (BansheeRootDir)/bin/(Platform)/(Configuration) ---------------------------------------------------------------------------------- Legend: (BansheeRootDir) - Path to BansheeEngine folder (Platform) - Platform you're compiling for, e.g. x86, x64, etc. (Configuration) - Debug, Release, DebugRelease Other notes: - Some dependencies might not come with DebugRelease binaries, in which case use Release binaries (copy them to DebugRelease folder) - If you wish to compile managed assemblies using Microsoft compiler (e.g. using Visual Studio) yet still be able to debug the generated assemblies, you must install Mono 3.8.0., set up an environment variable MONO_INSTALL_DIR pointing to the Mono installation directory. When this is set up "pdb2mdb" script will trigger on next compile generating the needed debug symbols.