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Compiling question

Posted: Sat Jan 21, 2006 11:18 pm
by dekuie
I am looking over the engine (as i have doen with many others before this) I like the engine but i'm not certian about it's usability for my project. My question is can anyone here give me a very basic, step by step (Each step being no more than a sentence at most. if posible) of how a game with this engine is assembled from content like models and texture, all the way to .exe form. Just a very rough outline is all, dont be too detailed (unless you want) but try not to be very vague if posible.

Posted: Sun Jan 22, 2006 9:46 am
by Jay
There is no need to compile your game in c++ (i think that is what you've meant)

http://www.freewebs.com/andycr/ - an easy to understand tutorial by AndyCR that might be useful to start.

Posted: Sun Jan 22, 2006 5:46 pm
by dekuie
I'm lost, "no need to compile in c++" ? Does the engine compile to exe at all? and how?

Posted: Sun Jan 22, 2006 6:26 pm
by Jay
ehmm...i think you misunderstood something:


RF's features are accessible WITHOUT compilation
RF's *.exe is RealityFactory.exe in the RF directory - it already has all the features
RF comes with all tools you need to build a game (Without modelling program)
RF is a game creation suite and not an engine


But it is also possible to download the source code, add new features and create an own *.exe file.

Posted: Sun Jan 22, 2006 7:26 pm
by dekuie
Sorry about the miss understanding, I finnished the m3drf.pdf book.

So it's premade engine that is customizable. This would have turned me off but luckly the source for the RealityFactory.exe is available so i can modify what i need. Thanks for the reply.

Posted: Mon Jan 23, 2006 7:24 pm
by hike1
Check
http://terrymorgan.net/rffaq.zip

for how to compile, I'm not sure, but I think you need about
200MB of directx 9? SDK, haven't tried compiling because
I don't have this.