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My First Day with Visual Studio 2008

Name: Anonymous 2008-08-27 0:25

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.

Thank you for your time.

Name: Anonymous 2008-08-27 9:05

>>5
No, I don't use Windows.

>>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).

Ultimately you have to accept that you're working with an embedded system and that it's going to be a massive pain in the ass unless you use libraries which are explicitly packaged for the platform2 or can hack them to be such.
                                         
References:
[1] http://www.box2d.org/forum/viewtopic.php?f=5&t=124
[2] http://blog.dev-scene.com/0xtob/2007/12/23/box2d-for-the-ds/

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