It's livin' in the funk. It's just a put-on!
C++ game engine. Uses GameMonkey for Scripting and OpenGL for rendering.
Supports: Windows (32-bit), Mac OSX (32-bit), and iOS platforms..
FunkEngine should build right out of the box, but in order for you to run it in Visual Studio, you need to set just a few User Settings.
Right click on the Project "FunkEngine" ->Properties -> Configuration Properties -> Debugging
- Working Directory: $(ProjectDir)../../../../../resources
- Environment: PATH=$(ProjectDir)../../../../../resources
- Command arguments (Optional): -w 1280 -h 720 --windowed
Make sure to do it for Release and Debug builds. It should look something like this:
###User Config
- Open File "FunkEngine\code\cpp\engine\config\UserConfig.h"
- define "CONFIG_USER" and "CONFIG_USER_GM" (ex. EDDIE)
Framework/Dynamic Libraries - When adding or upgrading a new Framework, you need to hack the Install Directory to point to the relative path to allow shipping with the bundle..
- In the directory containing the *.framework file, call: /Applications/Xcode.app/Contents/Developer/usr/bin/install_name_tool -id @executable_path/../Frameworks/Ogg.framework/Ogg Ogg.framework/Ogg
- This will point the framework to the relative loocation of the package bundle
- Somtimes, you need to handle cross-framework (Vorbis to orbis) references.. you do this: /Applications/Xcode.app/Contents/Developer/usr/bin/install_name_tool -change /Library/Frameworks/Ogg.framework/Versions/A/Ogg @executable_path/../Frameworks/Ogg.framework/Ogg Vorbis.framework/Vorbis
- sometimes, you have to manually change directory references for dylib files: /Applications/Xcode.app/Contents/Developer/usr/bin/install_name_tool -id @executable_path/../Frameworks/libLeap.dylib libLeap.dylib
http://stackoverflow.com/questions/1304239/osx-changing-path-of-framework