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Josh
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There can be a community supported engine.dll in LE 3.0 :P

At least I will support it, since I want that my game project compiles in 1-2 seconds.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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It's not hard to add a command like this:

 

void SetEntityPosition(entity,x,y,z)

 

That calls this:

entity.SetPosition(x,y,z)

 

That's what I did with BlitzMax.

hmm .... i'm not sure i understand everything ? When you say "entity.SetPosition(x,y,z)" do you mean the LE3 DLL will export complete C++ classes with their methods instead of simple procedures and functions ? :blink:

 

because if yes, i fear we will enter in such a problem like described here http://stackoverflow.com/questions/2266417/delphi-calling-a-function-from-a-vc-dll-that-exports-a-interface-class (see jeroen comment there, it's just one sample, there are many others discussions about dll+classes compatibility problems like this on internet) but basically it shows that classes require the DLL en EXE to be compiled by the same compiler to have the same object model and memory management (or use COM wich is windows only).

 

or maybe this C++ example http://www.codeproject.com/KB/cpp/howto_export_cpp_classes.aspx ?

 

is this what Lazlo means ?

 

EDIT: after reading this thread http://coding.derkeiler.com/Archive/Delphi/comp.lang.pascal.delphi.misc/2006-04/msg00253.html i have the strange feeling i'll quickly run into Lazlo's problem too. .LIB seems compiler dépendant while DLL is more open and compatible. :P

Windows 7 home - 32 bits

Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM

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