Programming Question the source files?

javajames97

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in orbit/orbitersdk/samples there is a load of C++ source code and headers, surely this game cannot be based entirely on source? will i be able to modify game play if i modify those headers? if not what other ways can i modify game play?
 
in orbit/orbitersdk/samples there is a load of C++ source code and headers, surely this game cannot be based entirely on source? will i be able to modify game play if i modify those headers? if not what other ways can i modify game play?

The source files are for making .DLL modules, that extend the executable of Orbiter. This can be additional MFD modes, better vessel physics, behavior and animations, or plugins and configuration settings. you need a Microsoft Visual C++ compiler for turning these source files into a .DLL, according to the project settings.

You can also modify the game by editing configuration files and meshes, and you can make use of generic add-on modules, like Spacecraft3 or Multistage2, that permit defining the behavior of a .DLL based vessel by text files.

In 2010, you also have Lua as script language and a special vessel module that permits programming a vessel completely in Lua. (Contrary to C++, Lua needs no compiler, it is an embedded language)
 
what to do with VS comp

I already have VisStudio, (student discount - only cost 1 (GBP)) how would i compile these, then - because i have tried recompiling java before but it will almost certainly produce errors as a result of missing some of the functions??
 
Look into orbitersdk/samples, the example add-ons are there.
Lua scripts need no compiling.
What does Java have to do with this?
 
missinterpretations

apologies, you may have miss interpreted my english. Java has nothing to do with this.

I wanted to know about compiling the C++ source to DLL in VS
 
I wanted to know about compiling the C++ source to DLL in VS

You open a project workspace (or solution, .sln, in newer IDEs) and then check that all paths are correctly set. Then you select the build configuration, usually you use "Release", which means with all the good optimizations. Then you hit "Build", which executes an automatically generated makefile.

The debug configuration disables usually all optimizations (this is a best practice, that you should only with extreme precaution violate), and adds additional debug information, so it is easier to locate errors in it, that would be impossible to find in the optimized release version.
 
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