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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1255</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1255"/>
				<updated>2011-06-13T17:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;Bhill: /* MAC OSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
For windows compilation, we recommend Codeblocks + mingw&amp;lt;br&amp;gt;&lt;br /&gt;
There are also MSVC project files, but unfortunately they are often out of date and unmaintained and we do not actively support them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codeblocks can be downloaded from [http://www.codeblocks.org/downloads here]&amp;lt;br&amp;gt;&lt;br /&gt;
Mingw can be downloaded from [http://sourceforge.net/projects/mingw/files/ here (stable)] and [http://tdm-gcc.tdragon.net/download here (somewhat experimental)]. If prompted for DWARF2 or SILJ bindings, pick SILJ.&lt;br /&gt;
&lt;br /&gt;
To compile go into src\windows and open the file named sandbox.cbp. This should start codeblocks.&amp;lt;br&amp;gt;&lt;br /&gt;
if this is your first time, codeblocks will prompt you over which compiler to use, it should auto detect the presence of mingw under &amp;#039;GNU compiler collection&amp;#039;. If not please make sure mingw is installed correctly.&amp;lt;br&amp;gt;&lt;br /&gt;
To build the binaries, simply click the build button and codeblocks will take care of building everything.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make install&amp;#039;, you can replace &amp;#039;install&amp;#039; any of the following&lt;br /&gt;
&lt;br /&gt;
* all - compiles client and server targets (see below)&lt;br /&gt;
* libenet - compiles the enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and all clients&lt;br /&gt;
* server - builds enet and all servers&lt;br /&gt;
* install - builds the client and server targets (see the two above) and copies the produced binaries into ../bin/&lt;br /&gt;
* distinstall - creates a directory named /usr/local/sandbox/, and copies everything into there. It then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a terminal.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, simply run sandbox as normal with --debug at the end, for example...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
     # this will load up gdb with the rpg&amp;#039;s debug binary in windowed mode&lt;br /&gt;
    ./sandbox_unix -grpg --debug -t0&lt;br /&gt;
  &lt;br /&gt;
     # to stop the program at any time, use ctrl - C&lt;br /&gt;
     # to run the program, type this once gdb has started&lt;br /&gt;
     run&lt;br /&gt;
  &lt;br /&gt;
     # to get a backtrace once sandbox has crashed&lt;br /&gt;
     bt full&lt;br /&gt;
  &lt;br /&gt;
     # print a variable - also note you can type cast&lt;br /&gt;
     print variablename&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We would strongly recommend that you get familiar with gdb and its commands if you intend to do debugging.&lt;br /&gt;
&lt;br /&gt;
==trouble shooting==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;sandbox cannot find &amp;#039;SDL/*.h&amp;#039; files&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the SDL, SDL_mixer and SDL_image libraries are installed&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;enet fails to compile&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you see &amp;quot;./configure: /bin/sh^M: bad interpreter&amp;quot; use dos2unix to convert enet/configure&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise invoke make -C enet distclean&lt;br /&gt;
&lt;br /&gt;
if sandbox fails to compile for any other reason, do let us know&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
For Intel users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL from: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
&lt;br /&gt;
Download SDL_Image from: http://www.libsdl.org/projects/SDL_image/&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer from: http://www.libsdl.org/projects/SDL_mixer/&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Bhill</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1254</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1254"/>
				<updated>2011-06-13T17:09:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bhill: /* MAC OSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
For windows compilation, we recommend Codeblocks + mingw&amp;lt;br&amp;gt;&lt;br /&gt;
There are also MSVC project files, but unfortunately they are often out of date and unmaintained and we do not actively support them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codeblocks can be downloaded from [http://www.codeblocks.org/downloads here]&amp;lt;br&amp;gt;&lt;br /&gt;
Mingw can be downloaded from [http://sourceforge.net/projects/mingw/files/ here (stable)] and [http://tdm-gcc.tdragon.net/download here (somewhat experimental)]. If prompted for DWARF2 or SILJ bindings, pick SILJ.&lt;br /&gt;
&lt;br /&gt;
To compile go into src\windows and open the file named sandbox.cbp. This should start codeblocks.&amp;lt;br&amp;gt;&lt;br /&gt;
if this is your first time, codeblocks will prompt you over which compiler to use, it should auto detect the presence of mingw under &amp;#039;GNU compiler collection&amp;#039;. If not please make sure mingw is installed correctly.&amp;lt;br&amp;gt;&lt;br /&gt;
To build the binaries, simply click the build button and codeblocks will take care of building everything.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make install&amp;#039;, you can replace &amp;#039;install&amp;#039; any of the following&lt;br /&gt;
&lt;br /&gt;
* all - compiles client and server targets (see below)&lt;br /&gt;
* libenet - compiles the enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and all clients&lt;br /&gt;
* server - builds enet and all servers&lt;br /&gt;
* install - builds the client and server targets (see the two above) and copies the produced binaries into ../bin/&lt;br /&gt;
* distinstall - creates a directory named /usr/local/sandbox/, and copies everything into there. It then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a terminal.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, simply run sandbox as normal with --debug at the end, for example...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
     # this will load up gdb with the rpg&amp;#039;s debug binary in windowed mode&lt;br /&gt;
    ./sandbox_unix -grpg --debug -t0&lt;br /&gt;
  &lt;br /&gt;
     # to stop the program at any time, use ctrl - C&lt;br /&gt;
     # to run the program, type this once gdb has started&lt;br /&gt;
     run&lt;br /&gt;
  &lt;br /&gt;
     # to get a backtrace once sandbox has crashed&lt;br /&gt;
     bt full&lt;br /&gt;
  &lt;br /&gt;
     # print a variable - also note you can type cast&lt;br /&gt;
     print variablename&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We would strongly recommend that you get familiar with gdb and its commands if you intend to do debugging.&lt;br /&gt;
&lt;br /&gt;
==trouble shooting==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;sandbox cannot find &amp;#039;SDL/*.h&amp;#039; files&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the SDL, SDL_mixer and SDL_image libraries are installed&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;enet fails to compile&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you see &amp;quot;./configure: /bin/sh^M: bad interpreter&amp;quot; use dos2unix to convert enet/configure&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise invoke make -C enet distclean&lt;br /&gt;
&lt;br /&gt;
if sandbox fails to compile for any other reason, do let us know&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
For Intel users only:&lt;br /&gt;
Download SDL from: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
Download SDL_Image from: http://www.libsdl.org/projects/SDL_image/&lt;br /&gt;
Download SDL_Mixer from: http://www.libsdl.org/projects/SDL_mixer/&lt;br /&gt;
Put the .framework file for each into /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Bhill</name></author>	</entry>

	</feed>