DevEnvironment2010 - LuisAntonRebollo/Torque-3D-Wiki-Test GitHub Wiki

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                      <h2>Contents</h2>
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                    <ul>
                      <li class="toclevel-1"><a href="#Setup_the_VC.2B.2B_2010_Development_Environment"><span class="tocnumber">1</span> <span class="toctext">Setup the VC++ 2010 Development Environment</span></a></li>
                      <li class="toclevel-1"><a href="#Getting_Up_and_Running"><span class="tocnumber">2</span> <span class="toctext">Getting Up and Running</span></a></li>
                      <li class="toclevel-1"><a href="#Setting_Up_the_Solution"><span class="tocnumber">3</span> <span class="toctext">Setting Up the Solution</span></a></li>
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            <a name="Setup_the_VC.2B.2B_2010_Development_Environment" id="Setup_the_VC.2B.2B_2010_Development_Environment"></a>
            <h2> <span class="mw-headline"> Setup the VC++ 2010 Development Environment </span></h2>
            <p>Now that we have all of our required SDK's and software installed, we can now start setting up our development environment. </p>
            <p><br />
              The following check list of software should already be installed before proceeding with this article: </p>
            <ul>
              <li> Torque T3D source code </li>
            </ul>
            <ul>
              <li> Visual Studio C++ 2010 Express </li>
            </ul>
            <ul>
              <li><a href="http://www.microsoft.com/downloads/en/details.aspx?familyid=3021d52b-514e-41d3-ad02-438a3ba730ba&amp;displaylang=en" class="external">DirectX June 2010 SDK</a></li>
            </ul>
            <ul>
              <li> PhysX SDK (if required by your project) </li>
            </ul>
            <ul>
              <li> Updated video drivers </li>
            </ul>
            <p><br />
              <i><b>Note:</b> You can use any C++ compiler for your projects. For this
              tutorial we decided to use Visual Studio C++ Express as it is free and 
              easy to set up with the Torque 3D Source code.</i> </p>
            <a name="Getting_Up_and_Running" id="Getting_Up_and_Running"></a>
            <h2> <span class="mw-headline"> Getting Up and Running </span></h2>
            <p>1) Run Visual Studio 2010 either from the Windows start menu or from 
              the icon created by the installer, and then register the product if you have 
              not already done so. Register the product from the main menu by 
              selecting Help &gt; Register Product. Registering is free and disables 
              the thirty-day limit imposed by Microsoft. </p>
            <p><br />
            </p>
            <p><img src="images/vs2010_register_product.png" width="577" height="289"><br /><br>
              2) If this is your first time using the product, take time to examine the menus and the rest of the IDE. Don't worry, it 
              will all become familiar after a while. </p>
            <p><br />
              <img src="images/2010IDE.jpg" width="575" height="435"></p>
            <a name="Setting_Up_the_Solution" id="Setting_Up_the_Solution"></a>
            <h2> <span class="mw-headline"> Setting Up the Solution </span></h2>
            <p>Before we can start compiling our source code, we need to tell the 
              compiler where we have installed all of our SDK Components. Initially we
              will start with the minimum requirements: DirectX. </p>
            <p><br />
              <i><b>Note:</b> Adding SDK components in the 2010 version of VC++ 
              Express is now done on a solution-by-solution basis rather than the 
              compiler basis in prior Visual Studio products. We will use the FPS 
              Example solution for this guide.</i> </p>
            <p><br />
              3) Open the FPS Example solution file. If you installed to the default location it should be: </p>
            <p><br />
              C:\Torque\Torque 3D Pro 1.1\Examples\FPS Example\buildFiles\VisualStudio 2010\FPS Example.sln </p>
            <p><img src="images/FPSSolution.jpg" width="679" height="493"></p><br /><br>
              <p>4) Once the solution has been opened, wait for the IDE to finish parsing your solution files.  This will
              set up all of your dependency directories for you.</p>
              <p><img alt="Wait for VS2010 to parse your solution." height="74" 
                      src="images/IncludeDirectory.jpg" /></p>
            
              <p>5) Visual Studio 2010 Professional is required to compile ActiveX 
              controls. The Torque 3D Internet Explorer browser plug-in project 
              requires ActiveX so we need to unload this project or our builds will 
              fail. To do this, right-click IE FPS Example Plugin project and select 
              Unload Project. </p>
            <p><img src="images/UnloadProject.jpg"><br /><br><br>
              6) By default, Visual Studio will be using its Basic Settings. We need 
              to change it to use Expert Settings so that all the menu commands that 
              are required to build Torque 3D will be exposed for our use. To do this,
              select Tools &gt; Settings &gt; Expert Settings. </p>
            <p><img src="images/ExpertSettings.jpg"><br /><br><br>
              7) All of the DirectX file paths should now be set and we have switched
              to Expert Settings. Next direct your attention to the Visual Studio 
              interface layout. If you look at the lower section of the interface, you 
              will notice a tabbed section. What we are looking for here is the Error 
              List tab and the Output tab as shown below: </p>
            <p><br />
              <i>(click to enlarge)</i> </p>
            <p><img src="images/ErrorList.jpg" width="680" height="599"><br /><br><br>
              If these tabs are not visible you can make them so by selecting each of the following commands from the menu: </p>
            <p><br />
              View &gt; Output </p>
            <p>View &gt; Other Windows &gt; Error List </p>
            <p><br />
            </p>
            <p><img src="images/ErrorList2.jpg" width="577" height="433"><br /><br><br>
              If the Output window is floating, 
              drag it to the lower section and dock it. We are now ready to look at the
              Torque 3D source code. Before we move on, please have a look at this
              section of documentation explaining the layout of the source code 
              folders: <a href="../Introduction/DirectoryOverview.html">T3D Engine SDK Tour </a>.</p>
            <p><br />
              When you are ready we can move on to the final steps of this tutorial <a href="./FirstProject.html">Part5 - Working with a T3D Project </a>.</p></td>
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