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tips for compiling OBBG on Visual Studio 2013 | |
Prereq setup | |
install DirectX SDK https://www.microsoft.com/en-us/download/details.aspx?id=6812 | |
I had to uninstall 2010 redistributables for the SDK install to succeed, sounds like you can reinstall latest version after its done | |
download SDL source | |
place is in a folder by your project, I put mine in under the solution folder, alongside the OBBG project, as if it was another project | |
build SDL and SDL main | |
follow instructions on Visual Studio building on the SDL webpage http://www.libsdl.org/tmp/SDL/VisualC.html |
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public class EnumeratedDestroy : MonoBehaviour | |
{ | |
private List<GameObject> shallowList; | |
private List<List<GameObject>> masterList; | |
void Start () | |
{ | |
shallowList = new List<GameObject>(); | |
masterList = new List<List<GameObject>>(); | |
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-- Requires installation of SDL2 https://github.com/haskell-game/sdl2 | |
-- and possibly GLUT https://hackage.haskell.org/package/GLUT | |
-- Using graphics code from https://wiki.haskell.org/OpenGLTutorial1 | |
{-# LANGUAGE CPP #-} | |
{-# LANGUAGE OverloadedStrings #-} | |
module Main (main) where | |
import Control.Monad | |
import Data.IORef |
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REM This is the file where I compile my whole project | |
REM This outputs the errors into clang_output.log and the terminal. We are forcing clang to output color and with absolute file paths. | |
REM -fcolor-diagnostics and -fansi-escape-codes forces clang to output color codes, which is nice for the console output | |
clang-cl -ferror-limit=10 ^ | |
-fdiagnostics-absolute-paths ^ | |
-fcolor-diagnostics ^ | |
-fansi-escape-codes ^ | |
-fuse-ld=lld-link ^ |