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How to integrate the latest box2d into xcode, this is too difficult #571

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zuqiu123 opened this issue Jan 5, 2020 · 7 comments
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@zuqiu123
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zuqiu123 commented Jan 5, 2020

Hello, how do you integrate this into the latest xcode11.2.1, I didn't find any related teaching, others are too old to integrate, can you tell me or there are other detailed documents, thank you

@erincatto
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master is using cmake. You can run build.sh or use cmake directly. Please see the building instructions on the main page.

@zuqiu123
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zuqiu123 commented Jan 6, 2020

Thanks for your reply, I use MAC, I now run the script build.sh and generate the build folder

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Then put the compiled build folder into Xcode, but it will report an error cassert' file not found

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I integrated this for the first time, so I don't know much about it, what I did wrong, or what files I need to import from the build into Xcode. Could you please tell me? I have been searching the data for two days, but there is no relevant information

@erincatto
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It looks like you are trying to copy the samples and run that. It will not find the font file and assert. The font file is in samples/data. You can copy that file manually.

@zuqiu123
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zuqiu123 commented Jan 6, 2020

Sorry, maybe I didn't make it clear enough. At present, I want to integrate box2d into Xcode, but after I run build.sh and generate the buildfolder, I don't know what to do, I don't know which files to put into Xcode

@erincatto
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build.sh is to build the samples. It also builds the library, but how you hook that into xcode is up to you. If it was me I would just copy over the src and include folders into my project and add the files manually. But this depends on what workflow you like.

@erincatto
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I added explicit Xcode steps to the readme:
https://github.com/erincatto/box2d/blob/master/README.md

@erincatto
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