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Blog Comments posted by IgorBgz90
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7 hours ago, klepto2 said:
A small hint:
if you take a closer look into the Include directory you will find this: DLLExport.h
This file already contains a lot of exports yu may use as it is the dll code used for the editor.
Thanks! As it did not pay attention to him ?
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9 minutes ago, carlb said:
looks interesting i will have a play later as am learning c# at the moment so this be fun to try
Thanks. But keep in mind that there is only the initialization of the rendering engine, and that's all. If you want more, you will have to export other engine functions?
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1 minute ago, reepblue said:
Not a C# user, so bare with me.
From the looks of it, it seems you need to export every fiction call via a wrapper function. Wouldn't that just be silly in real use cases? I'm sure there is a better way.
Still neat tho.
Oh yeah! Not the best option, but the other I do not know?
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12 minutes ago, Iris3D Games said:
One question: Are compilation times equal to c++?
What do you mean?
C# uses functions from the dynamic library, and she does not need to compile engine functions.
Update:
Compile time is equal to the size of your C# project? -
11 minutes ago, reepblue said:
Seems like a lot of work, but very cool.
Thanks. In fact, everything is very simple?
Leadwerks and C#
in Igor's Blog
A blog by IgorBgz90 in General
Posted
It turns out that there is no need to export functions, they already exist in the file "Leadwerks.dll"?)