CRM64Pro GDK  v0.97
A free cross-platform game development kit built on top of SDL 2.0
Windows with Visual Studio 2010+


Requirements

  • Windows 95/98/Me/NT/2000/XP/Vista and Win7. 32bits and 64bits versions

  • Microsoft Visual Studio 6.0 or greater (2003 recommended)

Library installation

  • Unpack "CRM32Pro-win32-vs-X.YZ.rar" on a destination path (CRM32PRO_INST_DIR)

  • CRM32PRO_INST_DIR path must be in the system search path, the best way to do that is adding a new entry to the PATH environment variable:

    • right click on "My Computer"
    • click on Properties/Advanced/Environment Variables
    • under System variables, look for PATH entry, edit it adding CRM32PRO_INST_DIR value.

  • From now on "CRM32Pro.dll" is available for any application that uses it: SpacePong...

Compiling your own applications

  • To develop applications or compile the examples using Visual Studio, we have to add the CRM32PRO_INST_DIR to the include and library paths.
    Usually, Visual Studio manages these directories using Tools/Options/Directories accesible from the main IDE window

  • Include "CRM32Pro.h" at the beginning of your code

  • Link against the main library:

    • "CRM32Pro.lib" to use the dynamic library version(CRM32Pro.dll)
      or
    • "CRM32Pro.static.lib" to use the static library version

  • Link against the SDLmain library:

    • "sdlmain.lib" for console and windows applications without SDL log errors output
      or
    • "sdlmainIO.lib" for console and windows applications with SDL log errors output
      or
    • For MFC applications, this is not required

  • It is very important that runtime libraries on C/C++ code generation of Visual Studio will be set to "DLL multithreaded" (/MD switch) when you compile Release code or set to "DLL Debug multithreaded"(/MDd switch) when you compile Debug code.
  • In case of doubts, the Visual Studio projects to build the examples can be checked, used and modified.

Important notes

  • Available video backends:

    • windib. Does not provide any hardware support so it is executed by the CPU. On modern systems it is quite fast. Supports full and window screen. Default video backend.
    • directx. Provides limited hardware support (surfaces with alpha information slow down the blitting) through DDraw module only on full screen modes. For newer Windows XP, Vista and 7 machines it could not work as DDraw is deprecated. It is better to use Windib on software modes or OpenGL for hardware ones.

  • Available audio backends:

    • dsound. Uses DirectSound module and in same cases, it has hardware support. Default audio backend.
    • waveout. Uses waveOut Windows API and does not have hardware support. In some systems, it could cause a little delay when a new sound/music is played.