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Are VS solutions complete? #7

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Xayah-Hina opened this issue Mar 21, 2022 · 2 comments
Open

Are VS solutions complete? #7

Xayah-Hina opened this issue Mar 21, 2022 · 2 comments

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@Xayah-Hina
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Sorry to bother again but, I try to open sln files under #Compiler_vs2017 and #Compiler_vs2019, but neither was built in success... And also, I notice that there're only PEEL_Jolt.sln available under #Compiler_vs2019, comparing to PEEL.sln under both #Compiler_vs2017 and #Compiler_vs2008, I wonder if the solution for vs2019 complete?

And one more thing I looking forward to is that, would PEEL be CMake Structured in the future? Certainly this is not a trival work i think, so if this comes to be bothering, forget it~ : )

@Xayah-Hina
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Sorry after reading the README, I guess I know what is going wrong. I attempted to make that work but in vain... especially how the ICE part functioning.

Maybe I need to go to learn more about PhysX 4.1 and try to work it out...

@Pierre-Terdiman
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Pierre-Terdiman commented Mar 21, 2022

As the front page says:

_For now this is mainly a private backup of the code online. Feel free to look at it but there is no documentation, it is not easy to compile, it is unsupported, you're on your own.

Because the project supports both very old and very new engines, building everything with the same compiler is basically impossible. Some old engines whose source code has never been made public require e.g. Visual Studio 2010, while brand new engines only support Visual Studio 2019 and C++17. I have no good build solution for this project. Included here on GitHub are various manually maintained Visual Studio solutions. I tend to use VS2008 for Win32 builds, VS2017 for x64 builds, and VS2019 for new engines like Jolt (included here as an example).

While this is the "PhysX edition", I only included a plugin for PhysX4 here so far._

Extra notes:

The repository only includes the PEEL code, it does not include source code for PhysX itself or Jolt. So you should be able to compile PEEL itself (the app) with the provided sln files, but for the "PINT" plugins you'll need to download PhysX and/or Jolt and put the necessary include/lib files in the PEEL_Externals folder.

For PEEL, #Compiler_vs2008\PEEL.sln should work for Win32 and #Compiler_vs2017\PEEL.sln should work for Win64. I don't remember if I properly maintained all the variations there, e.g. compiling the 2017 sln for Win32 may not work.

The PhysX and Jolt plugins are in their own sln files (PEEL_PhysX4Plugins.sln, PEEL_Jolt.sln) to avoid having a giant sln file with 50+ projects (you only see a snapshot of PEEL here on GitHub, the "real" codebase has a lot more plugins, and e.g. "PEEL_PhysX4Plugins.sln actually contains multiple versions of "PhysX", etc). In any case Jolt itself only compiles with vs2019 while I don't have a vs2019 sln for PEEL itself, so one way or another these must be decoupled.

I wouldn't even know where to start to make all of this build with cmake.

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