I followed the GREAT instructions on "Getting Started with the Cafu Source Code" also here http://www.cafu.de/wiki/cppdev:gettingstarted.
Once it was done, I got somewhat confused at the end
I just put all the exes in the main directory but only the Cafu.exe and CaWe.exe did anything. (All the others showed a command prompt with some text that I can't read because it is only listed for a half a second. If I was doing it wrong, please tell me what to do. Other than that, the engine runs great! I love the multiplayer integration. Another question though...Another important consideration is that all programs assume the top-level Cafu directory as their working directory.
Combining these facts provides you with several options on how you can run the new programs:
1.
Copy the programs of the platform, compiler and build variant of your choice from Cafu/build/$platform/$compiler/$variant/… directly into the Cafu directory. This is what we do at CFS for the prepackaged binary releases, as end-users can then simply and directly double-click each executable in the Windows Explorer.
2.
Create a Windows link (.lnk) or batch (.bat) file in the proper working directory that calls the desired program in its original location.
3.
For developers, the most flexible and recommended approach is to run the program directly from the command prompt: First change the current working directory to Cafu, then type the relative path to the desired program (TAB completion – also on Windows – proves to be a great help here!).
For example, running the debug version of CaWE under Windows looks like this (note that the example also shows the current working directory at the left, the actual command follows the > character): D:\Cafu> build\win32\vc9\debug\CaWE\CaWE.exe
Running the release version of Cafu under Linux looks like this:
~/Cafu> ./build/linux2/g++/release/Ca3DE/Cafu
If you have downloaded the binary assets as instructed above, you can now run your self-compiled Cafu engine e.g. at build\win32\vc9\release\Ca3DE\Cafu.exe and enjoy one of the included demo levels!
I have worked with other open source game engines and they all hade a .sln (which is what they told me is what you use for editing the source). I cannot find it in ths one though. Is there some other file I use to edit the source or do I have to manually go to each .cpp/.hpp or what ever other type of VC++2012 uses. Or is it in there but I'm that blind that I don't see it.
Thank you for your time!
P.S I'm sure there are LOTS of mistakes and it might not make sense so feel free to ask me to restate it. ME SLEEPY!