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		<updated>2026-05-03T01:34:48Z</updated>
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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1889</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=1889"/>
				<updated>2012-10-03T03:35:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mariojinx: /* 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;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler.&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&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;
&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, do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg &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;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
&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;
&lt;br /&gt;
Put each .framework file 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;
&lt;br /&gt;
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 without the SDL libraries, so be sure to add them to &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;. You can do this by following these steps:&lt;br /&gt;
&lt;br /&gt;
1: Go to /Library/Frameworks and copy SDL.framework, SDL_Mixer.framework, and SDL_Image.framework.&lt;br /&gt;
&lt;br /&gt;
2: Right-click(ctrl+click) on &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039; and select &amp;#039;&amp;#039;Show Package Contents&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
3: Create a folder called &amp;#039;&amp;#039;Frameworks&amp;#039;&amp;#039; inside the &amp;#039;&amp;#039;Contents&amp;#039;&amp;#039; folder of &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;, and paste the SDL libraries inside that folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want the launcher to be specific to your architecture, go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. 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;
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;
Move the compiled sandbox.app into the top level of the &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder. The launcher.app should be one level above that folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; If for some reason the code did not compile, follow these steps:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- If not already omitted, try leaving out &amp;#039;&amp;#039;&amp;#039;(but not deleting)&amp;#039;&amp;#039;&amp;#039; master.cpp and any .c, .cpp, and .h files reported missing by Xcode in the project file.&lt;br /&gt;
&lt;br /&gt;
- Add any extra .c, .cpp, and .h files, one at a time, from the folders named enid, engine, fpsgame, and shared to the corresponding folders in the Xcode project file.&lt;br /&gt;
&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>Mariojinx</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1838</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=1838"/>
				<updated>2012-06-21T20:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mariojinx: /* 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;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler.&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&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;
&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, do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg &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;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
&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;
&lt;br /&gt;
Put each .framework file 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;
&lt;br /&gt;
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 without the SDL libraries, so be sure to add them to &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;. You can do this by following these steps:&lt;br /&gt;
&lt;br /&gt;
1: Go to /Library/Frameworks and copy SDL.framework, SDL_Mixer.framework, and SDL_Image.framework.&lt;br /&gt;
&lt;br /&gt;
2: Right-click(ctrl+click) on &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039; and select &amp;#039;&amp;#039;Show Package Contents&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
3: Create a folder called &amp;#039;&amp;#039;Frameworks&amp;#039;&amp;#039; inside the &amp;#039;&amp;#039;Contents&amp;#039;&amp;#039; folder of &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;, and paste the SDL libraries inside that folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want the launcher to be specific to your architecture, go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. 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;
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;
Move the compiled sandbox.app into the top level of the &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder. The launcher.app should be one level above that folder.&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>Mariojinx</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1557</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=1557"/>
				<updated>2011-12-12T00:11:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mariojinx: /* 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;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler.&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&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;
&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;
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 without the SDL libraries, so be sure to add them to &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;. You can do this by following these steps:&lt;br /&gt;
&lt;br /&gt;
1: Go to /Library/Frameworks and copy SDL.framework, SDL_Mixer.framework, and SDL_Image.framework.&lt;br /&gt;
&lt;br /&gt;
2: Right-click(ctrl+click) on &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039; and select &amp;#039;&amp;#039;Show Package Contents&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
3: Create a folder called &amp;#039;&amp;#039;Frameworks&amp;#039;&amp;#039; inside the &amp;#039;&amp;#039;Contents&amp;#039;&amp;#039; folder of &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;, and paste the SDL libraries inside that folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want the launcher to be specific to your architecture, go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. 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;
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;
Move the compiled sandbox.app into the top level of the &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; 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;
--[[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>Mariojinx</name></author>	</entry>

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