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tutorials:creating_your_own_project

Creating your own Orx-based Project using 'init'

Orx supports the creation of your own game projects by providing a very useful script called:

init

This is available in the root of your Orx folder. 1)

There are two commands:

  • init.sh for Mac or Linux
  • init.bat for Windows.

cd your way into the orx folder to try out the command.

When typing the init command above, depending on what operating system you are on, you will receive the following output:

c:\Work\orx>init

== Not enough arguments: []

== Usage: c:\Work\orx\init.bat name

  = name: Project name, relative or full path, required

You only need to specify a path in order to create and name a project. For example:

c:\Work\orx>init c:\temp\my-new-game-project
[ 12:56:59 ] Initializing [ my-new-game-project ] in [ c:\temp\ ]
[ 12:56:59 ] == Creating files:
  + my-new-game-project\.editorconfig
  + my-new-game-project\build\premake4.lua
  + my-new-game-project\data\config\my-new-game-project.ini
  + my-new-game-project\data\config\my-new-game-projectd.ini
  + my-new-game-project\data\config\my-new-game-projectp.ini
  + my-new-game-project\data\sound\appear.ogg
  + my-new-game-project\data\texture\logo.png
  + my-new-game-project\src\my-new-game-project.cpp
[ 12:57:01 ] Generating build files for [ windows ]:
  * gmake
Building configurations...
Running action 'gmake'...
Generating windows/gmake/Makefile...
Generating windows/gmake/my-new-game-project.make...
Done.
  * codelite
Building configurations...
Running action 'codelite'...
Generating windows/codelite/my-new-game-project.workspace...
Generating windows/codelite/my-new-game-project.project...
Done.
  * codeblocks
Building configurations...
Running action 'codeblocks'...
Generating windows/codeblocks/my-new-game-project.workspace...
Generating windows/codeblocks/my-new-game-project.cbp...
Done.
  * vs2013
Building configurations...
Running action 'vs2013'...
Generating windows/vs2013/my-new-game-project.sln...
Generating windows/vs2013/my-new-game-project.vcxproj...
Generating windows/vs2013/my-new-game-project.vcxproj.user...
Generating windows/vs2013/my-new-game-project.vcxproj.filters...
Done.
  * vs2015
Building configurations...
Running action 'vs2015'...
Generating windows/vs2015/my-new-game-project.sln...
Generating windows/vs2015/my-new-game-project.vcxproj...
Generating windows/vs2015/my-new-game-project.vcxproj.user...
Generating windows/vs2015/my-new-game-project.vcxproj.filters...
Done.
  * vs2017
Building configurations...
Running action 'vs2017'...
Generating windows/vs2017/my-new-game-project.sln...
Generating windows/vs2017/my-new-game-project.vcxproj...
Generating windows/vs2017/my-new-game-project.vcxproj.user...
Generating windows/vs2017/my-new-game-project.vcxproj.filters...
Done.
[ 12:57:01 ] Init successful!

The init command will create a folder my-new-game-project in the folder path specified and will give you the following sub-directories:

  • build
  • data
  • src

build will contain builds for all the IDEs for your operating system. Just pick the one you want to use.

data contains some sample config files, sounds and textures.

src contains a basic setup source file.

You don't need to bring in the include or lib folders from the Orx folder. Your $(ORX) variable will enable your project to see those dependencies from the Orx folder automatically. Therefore your project can be created anywhere, and will still compile fine.

In the same way, you don't need to manually copy over orx*.dll files (or orx*.so) files, as your project is already configured to copy these into the bin folder for you on each compile.

That's about it. A lot of work has gone into making this as bullet proof as possible, so you should have no trouble spinning up new projects whenever you need one.

1)
This is only available with the git version of Orx. See: Cloning Orx from Github
tutorials/creating_your_own_project.txt · Last modified: 2017/11/28 02:10 (3 weeks ago) by sausage