I'm getting into homebrewing DS-games, and I've gotten all the tools I need: the problem is that they're not working in concert. Visual C++ and devkitPro are playing along, but I can't shoe-horn Box2D into the scene.
To make a DS-game, VC++ needs to work as a makefile. To make a Box2D-game, VC++ needs to work as an application. I've run Box2D's solution-file... thing... and now the Build-folder has object-files and compiled demos that I don't know what to do with. I've even set the directories of Box2D as places for VC++ to examine during projects in general, but I still need to link the LIB-file to each project I'm making, which I can't seem to do.
tl;dr I'm a newbie at Visual Studio that can't link dependencies to makefile-projects.
>>1
IDE issues aside, you don't want to use Box2D. Box2D is going to be heavily reliant on floating-point math and the DS doesn't have an FPU (it'll just emulate one in software). The end result is that anything which uses a float or a double in a computationally intensive way (like a physics engine) is going to be slow as balls.
Getting an existing lightweight physics engine to work with a fixed-point numeric type1 is likely to take more effort than just writing your own physics engine (especially if we're just talking rigid bodies).
I've isolated the problem, somewhat: I hadn't built the library-file, libbox2d.a, yet. I hopped over to the command-line, went to Box2D's source-folder, tried 'make', and... I've never before seen so many of a single error ("command not found"), before.
>>6
Heh; you don't seem to know just how bad at math I am! I can hardly even do basic rotation, and even THAT is floating-point intensive. Outsourcing is the only viable option I'm seeing.
>>9
Fair enough. I'm sure it'll eventually happen one night in a drunken stupor, I'm sure. I'll wake up naked next to a copy of Vista Professional with it's wet floppy dick resting on my thigh or something. (I should get those toolchains working one of these days...)
Excuse me while I fade back into Anonymity.
Name:
Anonymous2008-08-27 12:27
I usually use FreeBSD + emacs + SVN + some other stuff for writing code. The last time I used MSVS, it was mostly to provide Windows support for my project, and to more easily scroll through some code.
After getting adjusted to the SVN plugin and learning roughly how projects work, I imported some support files into my project to make them easier to edit and test. I included a README file, a config file, and several files that make the XML data my code spits out easier to read and handle - XSLT stylesheets, CSS / JS support files, and XSD schemas.
Word of advice: don't import XSD schemas into a project. Ever. From anywhere on your file structure. Especially if they have the same name as one of your headers, which will inexplicably blank out automatically, every 30 seconds or so, without warning or backup.
>>12
PAlib is horrible. OP is doing it right, devkitPro is more than enough.
For the love of God, why the hell do you want to use Visual Studio for DS programming? When a IDE starts causing more problems than it's worth, I throw it away unless I'm forced to use it.
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Anonymous2008-08-29 3:00
>>14
I *was* (<-key word) trying to link a physics-library to a project. I've gone back to Programmer's Notepad 2.