> 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
> 






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