Compile Irrlicht Source Code with wxDEVCpp

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cloves
Posts: 6
Joined: Sat Nov 19, 2016 3:22 am

Compile Irrlicht Source Code with wxDEVCpp

Post by cloves »

hello fellows

I decided to do this tutorial,
Compilation tips
For compilation of Irrlicht Souce Code with DirectX9 SDK in wxDVCPP
I had a lot of trouble with this.

Install this Dev packs

win32api_3.14

See the versions of
libjpeg
libpng
libtiff
zlib

Inside the Irrlicht source folder and try to use the same versions
(here i use : (zlib-1.2.8-1ext) - (libjpeg-9-1ext) - (libpng-1.6.3-2ext) - (libtiff-4.0.3-2ext))


Install the directsX SDK devpacks
Abc, B being the last one
(DirectX90 DirectX90c DirectX90b)
http://dim-i.net/2004/06/26/directx-devpak-for-dev-cpp/

Library flaggs
-lzlib (or -lz )
-ljpeg
-llibpng
-lgdi32
-lopengl32
-lwinmm
-mwindows
-ld3dx9
-lSDLmain (optional)
-lSDL ( optional if you need compile with SDL_Console, and need SDL devpack )


c anc cpp Flaggs
-DIRR_COMPILE_WITH_DX9_DEV_PACK

And my compiler dont accept this #defines

//#define _IRR_COMPILE_WITH_SMF_LOADER_
//#define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
//#define _IRR_COMPILE_WITH_HALFLIFE_LOADER_
#define _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
(I SOLVED - edit)
put :
CAnimatedMeshHalfLife.h
CSceneLoaderIrr.h
CSMFMeshFileLoader.h
CAnimatedMeshHalfLife.cpp
CSceneLoaderIrr.cpp
CSMFMeshFileLoader.cpp
in dev project in folder irrlicht\scene\mesh\loaders

dont have any archieve for #define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_


irrlicht-1.8.4
wxdevcpp_7.4.2_full
MINGW is 4.6 have in wxDevcpp, no worries

If anyone has this difficulty
I hope this helps


Cloves Rodrigues
http://www.oficinadobill.wordpress.com
Last edited by cloves on Sun Dec 04, 2016 5:56 pm, edited 2 times in total.
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Compile Irrlicht Source Code with wxDEVCpp

Post by Vectrotek »

@cloves.. Looked at your work..
https://oficinadobill.wordpress.com/aut ... inadobill/
WOW!
You're Talented!
I see you're using MAX.. (ever tried Blender?)
Check out the "Sculpting" in Blender..
https://blenderartists.org/forum/showth ... and-Posing
https://blenderartists.org/forum/showth ... 0-Werewolf
You can sculpt in ultra high resolution (64 bit ops) then use XNormal (free)
to transfer those normals onto a Low Poly mesh which you can render in real time..
Irrlicht is exellent at rendering Skinned Animation Characters in "*.x", and "*.b3d" and much more like DAE etc..

Impressive! :D
cloves
Posts: 6
Joined: Sat Nov 19, 2016 3:22 am

Re: Compile Irrlicht Source Code with wxDEVCpp

Post by cloves »

Thank you Vectrotek!
Appreciate

im use 3dsmax and Blender and Zbrush (i never learned Maia, but I tried)

i use more Md2 archives
i do one tutorial (in portuguese) for create md2 archieves in 3dmax, but is very old
https://oficinadobill.wordpress.com/irrlicht/

see my last code (in irrlicht 8 with DXSDK9) Chess it
only with player movements
https://www.facebook.com/cloves.rodrigu ... 729481898/

thanks for your comment
good day
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Re: Compile Irrlicht Source Code with wxDEVCpp

Post by Virion »

Hello! Good job there.
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