Sorry for late response, I did do that, and I started generating make files and I got unresolved errors roughly 33 of them. Is there something I need to download to fix this?

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Please always post the full error log. It's impossible to say what's going on without that.

Sorry, hope you don't mind but i ended up taking snapshots since I couldn't copy the errors

Any luck?

  • Luke님이 이에 답장했습니다.

    Bobsolo1

    Mario is not in today, but will take a look at your issue very soon. We appreciate your patience and we'll try to help you as soon as possible.

    Also, if possible, please go to the error list and do a Ctrl-A to select all the errors, right-click, and then select copy. You can then paste them to a text file so that we can parse the errors you're receiving.

    • Bobsolo1님이 이에 답장했습니다.

      Luke

      sfml-error.txt
      13kB

      Heres the list of errors i'm getting. please let me know if I need to do anything else

      Thanks for the error log. It appears you are not linking SFML itself. The linker complains that all of SFML is basically missing.

      You have the target type set to x64, the 64-bit version of Intel's instruction set. However, the SFML libraries you have stored locally are for 32-bit Intel.

      Two ways to solve this:

      • select 32-bit (not sure what the list item is called) here.
      • Clone the spine-runtimes repository again and start fresh, you have old SFML binaries in your build tree. Alternatively, you can run git clean -x -f -d on the command line in your current clone of the spine-runtimes

      OK just download sfml 2.5.1 and link them to the demo?

      I would suggest setting up a SFML project without Spine, get that working, then add Spine to it.

      • Bobsolo1님이 이에 답장했습니다.

        Nate That's probably a better idea. I'll try that and see how it goes

        7일 후

        Nate alright, I took a look at the sfml sample and I saw a bunch!! However, I did do as you suggested and ran into all kinds of problems(including sdl). So I like to ask if I could use the given demo as a basic startup for either sfml or sdl for my project

        Yes of course, you can use our example as a basis for your app. Though I feel that if setting up a vanilla project with a game toolkit is so hard for new users, that is probably not a great game toolkit in general. That's not your fault, that's SFML's fault. Why stick with SFML? There are many others that don't involve such pain. I'm partial to libgdx, which is what the Spine editor is written in.

        • Bobsolo1님이 이에 답장했습니다.
        • Bobsolo1 님이 이 게시물을 좋아합니다..

          Nate Sweet thnx!! One more thing, this goes for both sdl and sfml, when linking up to one of these using spine cpp found in github, do you build spine sdl/spine sfml with cmake and load up everything with vs 2022?

          When creating a new app using SFML or SDL plus the respective Spine Runtime, I'd set it all up in a single CMake project. That's what our examples do. The alternative is to compile each of those things into .dlls or static .lib libraries, which is a major pain, especially if you want to modify the source code. The "everything in a single CMake build" also enables you to more easily debug everything.

          • Bobsolo1님이 이에 답장했습니다.
          • Bobsolo1 님이 이 게시물을 좋아합니다..

            Mario That's what I did with sdl!! When I generated the examples with cmake, .lib files where made and I just made a folder inside my project solution and moved those files to the lib folder I made and then just like that, it worked liked magic! Not sure if I did that right, but hey, it's working and I'll take it!

            • Nate 님이 이 게시물을 좋아합니다..