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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=929</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=929"/>
				<updated>2010-08-06T22:35:28Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&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 -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&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;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your 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>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=928</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=928"/>
				<updated>2010-08-06T22:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&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 -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&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;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your 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 compileing, 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;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=904</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=904"/>
				<updated>2010-07-25T23:24:44Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&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 -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&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;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your 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;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=903</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=903"/>
				<updated>2010-07-25T23:20:36Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&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 -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&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;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your 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;.&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;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=902</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=902"/>
				<updated>2010-07-25T23:12:18Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&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 -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&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;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your 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;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us.&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;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=901</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=901"/>
				<updated>2010-07-25T23:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&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 -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&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;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your 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;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&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;
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;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&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.&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;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Server_list&amp;diff=757</id>
		<title>Server list</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Server_list&amp;diff=757"/>
				<updated>2010-06-20T14:28:54Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* PAS Multiplayer Servers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===PAS Multiplayer Servers===&lt;br /&gt;
&lt;br /&gt;
As of yet there are no 24/7 multiplayer servers for Platinum Arts Sandbox.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have a server you want to share then edit this page to add it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Main Server&amp;quot; will most likely be up soon.&amp;lt;BR&amp;gt;&lt;br /&gt;
===24/7 PAS Servers===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Public Servers(Setup and Working only)===&lt;br /&gt;
SandBlox PAS Gaming(RPG)   | Version: Current SVN | Host: sandblox.no-ip.org:22382&amp;lt;BR&amp;gt;&lt;br /&gt;
SandBlox PAS Gaming(Co-Op) | Version: Current SVN | Host: sandblox.no-ip.org:22383&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In development===&lt;br /&gt;
SandBlox PAS Gaming(Co-Op)for 2.6&amp;lt;BR&amp;gt;&lt;br /&gt;
GMansLand OMG comming Soon&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=726</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=726"/>
				<updated>2010-06-15T22:24:39Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&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;
&amp;#039;&amp;#039;&amp;#039;ABOUT SDL! You should only download the following release if you have a PPC Mac! Otherwise download the source for best results!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
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. 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;&amp;#039;with errors&amp;#039;&amp;#039;&amp;#039;. These errors may include missing functions! Any help would be appreciated.&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;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=725</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=725"/>
				<updated>2010-06-15T22:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&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;
&amp;#039;&amp;#039;&amp;#039;ABOUT SDL! You should only download the following release if you have a PPC Mac! Otherwise download the source for best results!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
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. 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;&amp;#039;with errors&amp;#039;&amp;#039;&amp;#039;. These errors may include missing functions! Any help would be appreciated.&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;
&amp;#039;&amp;#039;This page was last edited 1/30/2010&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=724</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=724"/>
				<updated>2010-06-15T22:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&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;
&amp;#039;&amp;#039;&amp;#039;ABOUT SDL! You should only download the following release if you have a PPC Mac! Otherwise download the source for best results!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
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. 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 any errors.&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;
&amp;#039;&amp;#039;This page was last edited 1/30/2010&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=723</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=723"/>
				<updated>2010-06-15T22:21:32Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&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;
&amp;#039;&amp;#039;&amp;#039;ABOUT SDL! You should only download the following release if you have a PPC Mac! Otherwise download the source for best results!&amp;#039;&amp;#039;&amp;#039;&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;
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. 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 any errors.&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;
&amp;#039;&amp;#039;This page was last edited 1/30/2010&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=User:Popinman32&amp;diff=656</id>
		<title>User:Popinman32</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=User:Popinman32&amp;diff=656"/>
				<updated>2010-01-31T14:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: New page: User Popinman32 uses both a windows 7 and a Mac 10.4.11  ---- If you want me to help you on a mac topic PM me on the forums. =)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User Popinman32 uses both a windows 7 and a Mac 10.4.11&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
If you want me to help you on a mac topic PM me on the forums. =)&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing&amp;diff=655</id>
		<title>Cooperative Editing</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing&amp;diff=655"/>
				<updated>2010-01-31T14:36:07Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* Mac OSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide that requires some knowledge of networks.  Please make sure you meet the following criteria before engaging in a coop edit:&lt;br /&gt;
* You know where the program was installed.&lt;br /&gt;
* You prefer to help create interesting work and help out instead of destroying other people&amp;#039;s work.  There is no undo in Coop edit so edit responsibly.&lt;br /&gt;
&lt;br /&gt;
== Quick Windows Guide (see below for more extensive info) ==&lt;br /&gt;
&lt;br /&gt;
Click server.bat in your Sandbox folder. That is the server. Then load up Sandbox. You can connect to your own server by typing /connect localhost in the console, which you access by hitting the ` key above tab. Your friends will have to type /connect YOURIP (for example /connect 255.255.255.255) in their versions of Sandbox. To put the server into coopedit mode you&amp;#039;ll have to load a map like this /coop house or /coop village for example. To quickly find your ip you can go to sites like this [http://whatismyip.com/].  If you have a router you might need to forward 28785 and 28786 UDP.&lt;br /&gt;
&lt;br /&gt;
NOTE: you can use /lanconnect to connect to a local server on your LAN. you can use the server browser as well, as it defaults to scanning your LAN for servers. If the server is external, see the above, or look further below for more detail.&lt;br /&gt;
&lt;br /&gt;
=Starting the server=&lt;br /&gt;
&lt;br /&gt;
There are many arguments that can be passed to the client. The list is a brief overview of them&lt;br /&gt;
# -c sets the maximum amount of poeple you&amp;#039;ll allow to connect&lt;br /&gt;
# -i Sets the IP used for the server&lt;br /&gt;
# -m sets the masterserver&lt;br /&gt;
# -n sets the servername, as it&amp;#039;ll appear in guiservers&lt;br /&gt;
# -o sets whether mastermode 2 and 3 can be activated or not&lt;br /&gt;
# -p Sets a password for he who wants to take admin&lt;br /&gt;
# -u set the upstream bandwidth&lt;br /&gt;
# -d The standalone server executable automatically does this. but you can also run the game as a server if you add -d at the end&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
&lt;br /&gt;
To start a linux server, it&amp;#039;s actually more effort than the other platforms. first open up a shell, least so you can monitor progress. I&amp;#039;ll assume you have little experience and will be quite verbose. You may need to see the Howto on [[Compiling_the_source_code|compiling the source]]&lt;br /&gt;
&lt;br /&gt;
# cd to where PAS is installed. eg cd ~/PlatinumArtsSandbox&lt;br /&gt;
# considering you compiled it yourself, type ./bin/native_server&lt;br /&gt;
# before hitting enter, add any arguments you want, eg ./bin/native_server -c8 -p&amp;quot;password&amp;quot; -n&amp;quot;Hirato is great&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You should get a few messages about the masterserver not replying etc, they can be ignored, just launch the client as well and you&amp;#039;re set for some multiplayer editing action.&lt;br /&gt;
&lt;br /&gt;
==Mac OSX==&lt;br /&gt;
&lt;br /&gt;
For some time now we have had no way to make a server on a &amp;#039;&amp;#039;&amp;#039;Mac&amp;#039;&amp;#039;&amp;#039;. Or so we had though..... To start a server on your handy macintosh  computer begin by starting up Terminal.app, the next step could be difficult for a few of you. Go to your Sandbox.app. Right click it and select &amp;#039;&amp;#039;Show Package Contents&amp;#039;&amp;#039;. Go to &amp;#039;&amp;#039;Contents&amp;gt;MacOS&amp;gt;sandbox&amp;#039;&amp;#039;&lt;br /&gt;
and drag the &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; in the &amp;#039;&amp;#039;MacOS&amp;#039;&amp;#039; folder to the &amp;#039;&amp;#039;Terminal&amp;#039;&amp;#039; window. Your terminal window should now show the &amp;#039;&amp;#039;path&amp;#039;&amp;#039; to your sandbox.app source. ==Warning!== Do not put Sandbox.app on the terminal window or the server will &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; work! Also be sure not to delete the space on the end of the &amp;#039;&amp;#039;path&amp;#039;&amp;#039;. &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039; go to your server.bat file in the sandbox folder and open it in your favorite text editor(Not Word or even Text Edit! I would recommend Text-Wrangler it&amp;#039;s free and very easy to use). Now adjust the server settings to your likings and copy everything past the &amp;quot;bin\sandbox.exe &amp;quot; including the space in the No-Copy part. So what you copyed part should like is somthing like &amp;quot;-d -c4 %1 %2 %3 %4 %5&amp;quot; with any adjustments you made. Paste what you just copyed in the terminal window. Be sure you do not have your &amp;#039;&amp;#039;path&amp;#039;&amp;#039; touching your &amp;#039;&amp;#039;server settings&amp;#039;&amp;#039; Here is what mine looked like:&lt;br /&gt;
&amp;quot;/Applications/sandbox/sandbox.app/Contents/MacOS/sandbox -d -c4 %1 %2 %3 %4 %5&amp;quot; then hit enter when you have the &amp;#039;&amp;#039;path&amp;#039;&amp;#039; and the &amp;#039;&amp;#039;server settings&amp;#039;&amp;#039; in the window. The server should now be started. You may now connect to your server at 127.0.0.1 using the /connect command. Enjoy your server! =D&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 14:36, 31 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
How to up a windows coopedit server.  After you launch the server be sure to scroll down to the &amp;quot;connecting&amp;quot; section to learn how to connect to your server.&lt;br /&gt;
&lt;br /&gt;
# Open up &amp;#039;My Computer&amp;#039; and go to where you installed PAS, eg C:\Program Files\PlatinumArtsSandbox\&lt;br /&gt;
# To load a default server click server.bat&lt;br /&gt;
# To set server options right click server.bat, and click edit.  You should see notepad open with something similar to this.&lt;br /&gt;
##bin\sandbox.exe -d -c4 %1 %2 %3 %4 %5&lt;br /&gt;
# If you wish to set a password, or a name, add the appropriate -p and -n lines and then save eg &lt;br /&gt;
##bin\sandbox.exe -d -c4 -p&amp;quot;password&amp;quot; -n&amp;quot;Hirato Is great&amp;quot; %1 %2 %3 %4 %5&lt;br /&gt;
# After you&amp;#039;ve made the changes you want then click server.bat&lt;br /&gt;
&lt;br /&gt;
=Connecting=&lt;br /&gt;
&lt;br /&gt;
Now that you have succeeded in starting up your server, it&amp;#039;s time to get on there with some friend. PAS does not yet have a masterserver so the server gui will prove useless. Now depending on how you wish to connect, you have two methods. First enter the console by hitting the ` key, which is above tab.&lt;br /&gt;
&lt;br /&gt;
# type /connect ingame, eg /connect 127.0.0.1  Your friends will have to type /connect ip where ip is your ip address.  Example /connect 99.999.999.999  You can find your ip address by going here [http://whatismyip.com/]&lt;br /&gt;
# type /lanconnect ingame, this&amp;#039;ll connect to any server on the network&lt;br /&gt;
&lt;br /&gt;
Once in you can use T to talk to other players.&lt;br /&gt;
&lt;br /&gt;
Note, You cannot connect to servers that aren&amp;#039;t connected to your network, so the 192.168.0.0, 172.16.0.0 and 10.0.0.0 range of IPS are all you can connect to. You can connect to servers that aren&amp;#039;t in your network if you forward port 28785 in the UDP protocol. forwarding 28786 is also recommended, but that is used to communicate with the masterserver, and PAS has yet to receive one. Note only the server has to forward the ports for the connection to succeed. Port forwarding is often referred to as Pin Holing in certain guides.&lt;br /&gt;
&lt;br /&gt;
if you did forward the ports, and are finding some trouble connecting, check your iptables in linux, and your firewall settings in windows&lt;br /&gt;
&lt;br /&gt;
=Cooperative etiquette=&lt;br /&gt;
&lt;br /&gt;
Considering the people on the server behave and know what they&amp;#039;re doing, just follow the below rules to enjoy yourself. Not that we can do anything about them being broken of course&lt;br /&gt;
&lt;br /&gt;
* When connecting to a server, it&amp;#039;s considered polite to ask for the people to send the map so you can work on a current copy instead of wrecking someone&amp;#039;s work.&lt;br /&gt;
* Also don&amp;#039;t destroy someone else&amp;#039;s work.  If you&amp;#039;d like to change something already made just ask.&lt;br /&gt;
* Share your knowledge, this is the only way newbies learn new tricks&lt;br /&gt;
* Offer to help out, improve textures and correct mistakes and suggest improvements. The whole point of multiplayer collaborative editing is to build maps together.&lt;br /&gt;
* Avoid getting upset, not that there&amp;#039;s anything to throw a hissy fit at anyway, cept maybe for that cube that doesn&amp;#039;t want to turn into a pentagon&lt;br /&gt;
* DO NOT use the very smallest cubes to do big edits (use G+scroll in editmode to adjust)&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=User_talk:Popinman32&amp;diff=653</id>
		<title>User talk:Popinman32</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=User_talk:Popinman32&amp;diff=653"/>
				<updated>2010-01-30T21:59:46Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: New page: I think this is my talk page.....  I have no clue lol.....  Oh well.....  I have nothing to say ATM...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this is my talk page..... &lt;br /&gt;
I have no clue lol..... &lt;br /&gt;
Oh well..... &lt;br /&gt;
I have nothing to say ATM...&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Server_list&amp;diff=652</id>
		<title>Server list</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Server_list&amp;diff=652"/>
				<updated>2010-01-30T21:56:30Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: New page: ===PAS Multiplayer Servers===  As of yet there are NO multiplayer servers for Platinum Arts Sandbox. If you have a server you want to share then edit this page to add it. The &amp;quot;Main Server&amp;quot;...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===PAS Multiplayer Servers===&lt;br /&gt;
&lt;br /&gt;
As of yet there are NO multiplayer servers for Platinum Arts Sandbox.&lt;br /&gt;
If you have a server you want to share then edit this page to add it.&lt;br /&gt;
The &amp;quot;Main Server&amp;quot; will most likely be up soon.&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=651</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=651"/>
				<updated>2010-01-30T21:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* General information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=650</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=650"/>
				<updated>2010-01-30T21:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&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;
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;
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. 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 any errors.&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;
&amp;#039;&amp;#039;This page was last edited 1/30/2010&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=649</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=649"/>
				<updated>2010-01-30T21:42:23Z</updated>
		
		<summary type="html">&lt;p&gt;Popinman32: /* 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;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&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;
&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;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&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&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&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;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.13.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;
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. 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 any errors.&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;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Popinman32</name></author>	</entry>

	</feed>