XCode template
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 29/07/2007 at 09:56, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R10
Platform: Mac OSX ;
Language(s) : C++ ;---------
Hi,has anybody build a set of XCode templates or is there a step by step description on how to set up a new project for the Cinema SDK?
Yes, I know that I can duplicate the SDK project and work from there, but I would like to know how to start from a minimal project.
IMO Maxon should provide a simple step by step for the 2 major compilers, this would make it much easier for people to get into the SDK and start their own projects.
Currently there's still much too much that simply goes wrong because a compiler or project option is not set to the correct value.Thanks
Kabe
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/07/2007 at 02:58, xxxxxxxx wrote:
why not just remove everything you don't need from the sdk project and save it? this should work fine as a minimal template.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/07/2007 at 22:33, xxxxxxxx wrote:
Well, why should everybody using the SDK doing this instead of Maxon doing this once and for all? How does a beginner know what he "doesn't need" anyway? This is not just throwing away files, as you know.
Other SDKs install a bunch of templates into XCode, so you just create a new project from a template installed into the IDE.
Creating ie. a RealBasic plugin needs two mouseclicks. Creating a Cinema plugin needs manual duplication of a folder, and adjust a number of project options, and you have to prepare that "basic" folder first yourself.
The SDK is great, but the documentation on the "How to get started"-level is non-existant and a major obstacle. Maxon should IMO write two step by step tutorials for the different platforms, ie how to create a simple shader plugin in the different environments.
Also keep in mind that many people know one IDE, but have to use 2 to create cross platform plugins...
Cheers
Kabe
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/07/2007 at 00:31, xxxxxxxx wrote:
There is a step by step docu for compiling projects in XCode in the SDK docu. Compiling a project in VS 2005 can't be easier, just load the VS project and hit compile.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/07/2007 at 09:23, xxxxxxxx wrote:
Actually, many of us are using 3 or 4 (!) IDEs (VS6, VS2005, CodeWarrior, Xcode). Don't really need VS6 any more, but since it was the IDE that I started my C4D plugins with, it remains and VS2005 is used for the 64-bit builds. If you're new to this SDK, you'll soon find that not all users have R10 and that earlier versions on MacOS don't all support UB (R9.1 and earlier for certain). The only recourse here is PPC plugins using CodeWarrior. Talk about fun!