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- This document lists all Banshee 3rd party libraries and provides information on how to compile them. It is meant to be used
- as a guide if you wish to recompile all the dependencies manually. Normally dependencies will be pre-compiled for all
- supported platforms and environments.
- ----------------------------------------------------------------------------------
- Core dependencies
- BansheeCore relies on:
- - 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/(Project)/Include
- - Static library files in (BansheeRootDir)/Dependencies/(Project)/lib/(Platform)/(Configuration)
- - Dynamic library files in (BansheeRootDir)/bin/(Platform)/(Configuration)
- ----------------------------------------------------------------------------------
- Plug-in dependencies:
- Use the list below to find all dependencies used by specific projects in Banshee. Compilation of dependencies themselves are not explained unless there is something specific to take note of.
- All dependencies listed are shown with a specific version (the one Banshee was tested against), although many should work with newer versions as well, but that is up to you to test.
- BansheeFBXImporter (optional) relies on:
- - FBX SDK 2015.1 for VS2013, FBX SDK 2016.1 for VS2015
- - 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
- - Source code supplied with Banshee dependencies (NOT with the source code for the rest of the engine - will be integrated eventually)
- 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
- - Windows SDK (Only required if on Windows 8 or higher)
- - Needed only for DirectX 11 debug layer
- - This also contains DirectX SDK so you don't need to install it separately.
- - Optionally if you just need the debug layers you can enable it separately in Windows 10 by going to:
- - Settings panel->System->Apps & features->Manage optional Features->Add a feature->Select "Graphics Tools"
- 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/
- BansheeMono (optional if not using scripting or editor) relies on:
- - Mono 4.4.0
- - http://www.mono-project.com/
- - See Mono-4.4.0-IntegrationGuide.txt for instructions how to compile and set it up
- BansheePhysX (optional) relies on:
- - PhysX 3.3
- - https://github.com/NVIDIAGameWorks/PhysX-3.3
- - You will need PhysX3, PhysX3Common, PhysX3Cooking and PhysX3CharacterKinematic libraries
- Place plug-in specific dependency files in:
- - Library include files in (BansheeRootDir)/Dependencies/(Project)/Include
- - Static library files in (BansheeRootDir)/Dependencies/(Project)/lib/(Platform)/(Configuration)
- - Tools (executables) in (BansheeRootDir)/Dependencies/(Project)/tools
- - Dynamic library files in (BansheeRootDir)/bin/(Platform)/(Configuration)
- ----------------------------------------------------------------------------------
- Scripts
- Various scripts located in /Scripts directory require Python 3.5 installed:
- - https://www.python.org/downloads/
- ----------------------------------------------------------------------------------
- Legend:
- (BansheeRootDir) - Path to BansheeEngine folder
- (Project) - Name of the project the dependency is for (e.g. BansheeCore, BansheeMono, etc.)
- (Platform) - Platform you're compiling for, e.g. x86, x64, etc.
- (Configuration) - Debug, OptimizedDebug, Release
- Other notes:
- - Some dependencies might not come with OptimizedDebug binaries, in which case use Release binaries (copy them to OptimizedDebug 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 4.2., 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.
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