• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

Solving the automated copy C++ Runtime issue

Sign in to follow this  
Followers 0


Hello Everyone,

In my last post I was using QTCreator with QMake to build some SFML sample code. In order to get the code to run from the ide if you remember correctly I needed to copy the SFML Runtime dll files to the directory because we were dynamically linking. I did mention that I could not run the .exe from the build directory due to missing some C++ runtime files which the .exe is linked against. This post is about finding a solution to this problem.

Initially I though I would be able to use QMake to copy the C++ runtime files for gcc, pthreads, and stdc++ to the build directory. I wanted to do this so that if I wanted I can run the code from outside the IDE directly from the Build directory. Everything was fine till I tried to copy the stdc++ dll file. After some investigation I found that QMake is using the DOS xcopy to do the copying and I feel for some reason it does not like the ++ characters in the file name. This assumption was confirmed by renaming the dll file and copying it over which worked. The issue with this is the code can't find the dll if you rename it so on to another way.

The second attempt I tried to use QMake to statically link to the stdc++ library using the -static-libstdc++ linker option. This was a total fail. This might be an issue with mingw I am not sure. So I bailed on this Idea quickly. Time to try something else...

QTCreator can also use CMake which is another Makefile generation system. CMake is awsome and I have dabbled with it in the past. I never used it to solve this problem before so I decided to give it a shot since it is supported.

The really nice thing about CMake is it's great support on multiple platforms and it can generate project files for various ide's etc... In order to solve this problem I am having I need to copy over the DLL files as a post build to the project. It took me some time to figure this out but I got success. The key here is that CMake actually provides cross platform utilities built right into it's executable. This means I can use cmake to execute a cross platform copy command to copy the dll files post build.

Here is the code to solve all the problems and it works flawlessly. By default QTCreator sets a bunch of CMake variables for us as an out of source build.

CMakeLists.txtproject(Ascended)cmake_minimum_required(VERSION 2.8)aux_source_directory(. SRC_LIST)set(SFML_ROOT ../libs/SFML-2.1)set(MINGW_ROOT c:/Qt/5.1.1/mingw48_32)find_package(SFML COMPONENTS system graphics window REQUIRED)include_directories(${SFML_INCLUDE_DIR})# SFML Runtime DLL filesset(SFML_RUNTIME_FILES ${SFML_ROOT}/bin/sfml-system-2.dll ${SFML_ROOT}/bin/sfml-graphics-2.dll ${SFML_ROOT}/bin/sfml-window-2.dll)# MINGW Runtime DLL filesset(MINGW_RUNTIME_FILES ${MINGW_ROOT}/bin/libgcc_s_dw2-1.dll ${MINGW_ROOT}/bin/libwinpthread-1.dll ${MINGW_ROOT}/bin/libstdc++-6.dll)add_executable(${PROJECT_NAME} ${SRC_LIST})# POST_BUILD notification and copy SFML Runtime DLL filesadd_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E echo "Copying SFML Runtime to Build directory.")foreach(FILE ${SFML_RUNTIME_FILES}) add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${FILE} ${CMAKE_BINARY_DIR} )endforeach(FILE)# POST_BUILD notification and copy MinGW runtime DLL filesadd_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E echo "Copying MinGW Runtime to Build directory.")foreach(FILE ${MINGW_RUNTIME_FILES}) add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${FILE} ${CMAKE_BINARY_DIR} )endforeach(FILE)target_link_libraries(${PROJECT_NAME} ${SFML_LIBRARIES})

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now