> C --> game engine (sound, render, etc..), main .exe (quake.exe) > C# --> game logic ( game rules, phisic of entitys, etc.. ), user .dll ( progsdat.dll >)
What about the other way around - wrapping the engine in a dynamic library and using P/Invoke? Seems easier and more clean/logical (and even more portable). Serge ----- Original Message ----- From: "tei" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, August 29, 2002 1:41 PM Subject: [Mono-list] building the embed test for windows ( before Re: Mono Release 0.15 Binaries for Win32 > Humm... > > My goals: > > C --> game engine (sound, render, etc..), main .exe (quake.exe) > C# --> game logic ( game rules, phisic of entitys, etc.. ), user .dll ( progsdat.dll >) > > runtime mono + engine + user mods (c#) + free medias = free games > > * For the C# I have not problem, users can download mono and build is .dll file >without problem. > * For the engine, I have not problem, I can build from gcc friendly sources or wait >something > ready to work with VC++ friendly sources. The problem is... > > ..I need <mono/jit/jit.h> compiled for windows. I have failed to build mono with the > latest cygwin (no glib2). I have installed the latest mingw, may help? ( I dont know >how to > compile mono with mingw ). > > What I need to build the embed test in windows? > How I can do this? > > > Miguel, Sergei, Thanks for the help. > > > Tei > _______________________________________________ Mono-list maillist - [EMAIL PROTECTED] http://lists.ximian.com/mailman/listinfo/mono-list
