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- SDK Samples
- -----------
-
- All SDK samples are designed to be built in the directory they are in.
- Just ensure that your Win32 development environment is set up, and you
- can go to any sample directory and do a make.
-
- To set up your development environment to build the sample apps, modify the
- DXSETENV.BAT file to point to your development tools, and execute that batch
- file.
-
- There is a main make file in each sample directory:
- MAKEFILE - for use with Microsoft VC++ 2.0 or higher (NMAKE)
-
- There are 2 ways to build each sample, debug or retail. To build a
- sample as retail with VC++, just type:
-
- nmake nodebug=1
-
- To build a sample as debug with VC++, just type:
-
- nmake
-
- There is also a master make file in the SAMPLES directory that will compile
- all the samples at once:
- MAKEFILE - for use with Microsoft VC++ 2.0 or higher (NMAKE)
-
- There are 2 ways to build all the samples, debug or retail. To build all
- the samples as retial with VC++, just type:
-
- nmake retail
-
- To build all the samples as debug with VC++, just type:
-
- nmake debug
-
-
- Setup
- -----
- We have included the source code to a sample setup program for a game
- and DirectX. This is found under the SETUP directory. Note that to build
- your own custom setup program, all you need to do is edit the copy_list
- at the start of DINSTALL.C to be your list of files, and then search for
- "fox", and then for "bear", and change things appropriately.
-
- Once you are done this, create a game directory that includes your files,
- the setup program you have built, and then xcopy /s the REDIST directory to
- the root of your game directory, ie:
-
- XCOPY /S GAMESDKCDROMDRIVE:\REDIST\*.* D:\FUNGAME
-
- If you are building an autorun CD title, you can copy our AUTORUN.INF at
- the root of the Game SDK CD to the root of your game directory
- is called SETUP.EXE, you will not have to make any changes to this file.
- If it is something else, then you can edit AUTORUN.INF appropriately.
-
-
- Notes for users of Visual C++ 4.2
- ---------------------------------
- Visual C++ 4.2 includes the DX2 header files and libraries. If you are
- getting errors compiling the samples, make sure that the DX3 include
- and lib paths come before the MSVC++ 4.2 include and libs.
-
-
- Notes for users of Watcom C/C++
- -------------------------------
- Watcom C/C++ v10.6 is required to compile the DXSDK samples.
- v10.0 is not sufficient. The Microsoft Win32 SDK is also required
- and is expected to be in \MSTOOLS on the same drive as your DXSDK
- sample files. If the Win32 SDK is elsewhere, you can set the MSTOOLS
- environment variable to point to its root directory (e.g. set
- MSTOOLS=\MSTOOLS).
-
- Change lines 408-410 of SAMPLES\WIN32.MAK from:
- libc = libc.lib oldnames.lib
- libcmt = libcmt.lib oldnames.lib
- libcdll = msvcrt.lib oldnames.lib
- to:
- libc =
- libcmt =
- libcdll =
-
- The Watcom makefiles expect the WATCOM environment variable
- to be set, as it should have been by the Watcom installation procedure.
-
- Only a subset of the samples have Watcom makefiles. These are:
- ddex1 through ddex5, donut and stretch.
- CD into the appropriate directory and type 'wmake /f makefile.wat'.
- There is also a makeallw.bat file in the sdk\samples directory which
- you can run to automatically build all these samples under Watcom.
-
- Watcom and Watcom C/C++ are trademarks of Powersoft, Watcom Division.
-