This page about configuring IDEs is a stub. Please feel free to help by adding to it.
For more information about compiling the engine specifically as it relates to your operating system of choice (with some IDE-specific tips), see compiling-in-windows, compiling-in-linux, compiling-in-macos, compiling-using-vagrant.
See scripting-ides for setting up IDES for TorqueScript.
Table of Contents
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Cross Platform
Code::Blocks
Using cmake-gui: https://www.youtube.com/watch?v=ISbuSTgTQKI.
Eclipse
For now, utilize File > Import > Existing code as Makefile project.
Qt Creator
We need to configure qtCreator.
- Open editor
- MenuBar -> Tools -> Options
- Build & Run -> CMAKE
- Click on Prefered Ninja Generator
- Close Options.
- MenuBar -> File -> Open File or Project
- Go to Torque3D root path
- Select CMakeList.txt
- We need to configure project. Select your path for CMAKE cache.
/home/userName/Torque3D/My Projects/LinuxTest/buildFiles/CMAKE
- Click Configure Project
- After this we get the normal CMAKE error message
-- Configuring incomplete, errors occurred!
CMake Error at CMakeLists.txt:6 (message):
Please set TORQUE_APP_NAME first
- We need to start CMAKE GUI to configure
- When finished, click Configuration button
- Return to qtCreator
- MenuBar -> Build -> Run CMake
- After this we have qtCreator configured for build
- If you have some problem, it's very important to delete CMakeLists.txt.user file on Torque3D root path.
- You need to use INSTALL project for copy Template files
- Go to Project view
- On Build Steps, Make: Ninja -> click Details
- You see a list of projects you can add to build
- Add INSTALL project
- Return to Edit view
- MenuBar-> Build -> Build All
- After the first build, is possible you prefer to deactivate Install project to avoid override your files.
Note: it has been reported that in Fedora, you may need to change the default 'Make: ninja' command to ninja-build for both 'Build Steps' and 'Clean Steps'.
Visual Studio Code
There are a few different ways to approach setting up VS Code as a C/C++ IDE. This one favors minimizing the need for leaving the editor unnecessarily or hard-coding settings that can be configured through the UI.
Two extensions are recommended: C/C++ (Microsoft) and CMake Tools (vector-of-bool). Install these through the extensions tab (Ctrl + Shift + X). The first requires no immediate attention once installed, and the second can be configured through the settings.
A sample configuration of CMake Tools in the workspace settings:
// .vscode/settings.json
{
"cmake.generator": "Visual Studio 15 2017", // Use your generator of choice
"cmake.buildDirectory": "${workspaceRoot}/Build", // Use your build directory of choice
"cmake.configureSettings": {
"TORQUE_APP_NAME" : "BaseGame",
"TORQUE_TEMPLATE" : "BaseGame"
}
}
From the status bar, select a buildtype (i.e. Debug), kit (i.e. Visual Studio Community 2017 - amd64), and hit Build.
Windows
Visual Studio 2017
For now, generate project files using cmake and use the resulting solution as usual in the IDE (see compiling-in-windows).