Falagard
16-05-2006 02:55:21
Hi guys, we're setting up an SVN server to host GOOF code, but will be including all src and dependencies and everything that is needed to compile GOOF.
The basic idea is that if you want you can go to SVN and checkout the whole thing and run it without needing to compile, since all the binaries are there already, but also all the source is there for GOOF and all dependencies (Ogre, OIS, Opcode, etc.) without needing to do any additional downloads.
This will basically be a place you can get GOOF binaries as well as GOOF source.
The other objective is that someone who already has set up Ogre, PLM2, and whatever else they want can just grab the GOOF src if they want to set it up themselves.
I want to set this up the way I'd be setting up my actual game development structure for my own game. In that case, I wouldn't want to be using Ogre's media folder, nor necessarily put my project under the samples directory.
Here's what I'm thinking:
What do you think?
In this case, ogre is set up as it is when you download the source and/or get it out of CVS, except the projects are modified to do an additional post build event to copy files to the Bin directory in root. Same with the rest of the projects.
Since this source is outside of Ogre's CVS for source control, what we'll do to keep SVN up to date for things like PLM2 etc. is integrate the latest changes from CVS into SVN. I don't expect we'll be doing this very often for Ogre code, but perhaps for PLM2.
Thoughts?
The basic idea is that if you want you can go to SVN and checkout the whole thing and run it without needing to compile, since all the binaries are there already, but also all the source is there for GOOF and all dependencies (Ogre, OIS, Opcode, etc.) without needing to do any additional downloads.
This will basically be a place you can get GOOF binaries as well as GOOF source.
The other objective is that someone who already has set up Ogre, PLM2, and whatever else they want can just grab the GOOF src if they want to set it up themselves.
I want to set this up the way I'd be setting up my actual game development structure for my own game. In that case, I wouldn't want to be using Ogre's media folder, nor necessarily put my project under the samples directory.
Here's what I'm thinking:
Bin
Debug
Release
GOOF
(all projects post build event copy to Bin in root)
GOOFGameSystems
GOOFSoundGameSystem
GOOFOpcodeCollisionGameSystem
GOOFResourceBackgroundGroupGameSystem
GOOFAppFramework
GOOFCommon
GOOFCore
GOOFEd
GOOFEdSystem
GOOFEdPlugins
PagingLandscapeGOOFEdPlugin
GameObjectGOOFEdPlugin
GOOFExtension
Media
(different than the ogre\samples\media)
(contains GOOF shared media, objects, meshes, materials provided by GOOF)
(contains your projects assets as well)
(also has a copy of paginglandscape media)
OpenInputSystem
(full source for OIS 0.6)
(static linked - no need to post build copy)
Ogre
(full source for Ogre + PLM2)
(modify all projects to additionally post-build event copy to Bin in root)
Opcode
(full source for opcode 1.3.2)
(post build event copies to Bin in root)
What do you think?
In this case, ogre is set up as it is when you download the source and/or get it out of CVS, except the projects are modified to do an additional post build event to copy files to the Bin directory in root. Same with the rest of the projects.
Since this source is outside of Ogre's CVS for source control, what we'll do to keep SVN up to date for things like PLM2 etc. is integrate the latest changes from CVS into SVN. I don't expect we'll be doing this very often for Ogre code, but perhaps for PLM2.
Thoughts?