Thursday 5 December 2013

Guide to PhyreEngine Part I: Setting up a Project

In this and the next few blog posts, I will outline every single step required to get started with the PhyreEngine from building a project to rendering an object on screen.

Before we start, I will begin with a little background:

Our professor warned us before we started our project that using PhyreEngine to develop our game would be a rough road, and let me tell you, he wasn’t kidding. The alternative to using PhyreEngine was using the 2LOC engine (created by a UOITGameDev grad). The 2LOC engine has a really handy “project generator” tool which automatically generates projects based on your configuration options, the project has all the dependencies and build configurations set for you. Unfortunately PhyreEngine does not have such a tool. This made something as trivial as setting up a project quite the challenge.

The 2LOC project generator
Creating a Phyre project is actually quite simple but took quite a bit of figuring out to accomplish. People always ask me “how is working with the PhyreEngine?” to which I reply “depressing.” Now don’t get me wrong, PhyreEngine great, but it is also a constant reminder of how much more I need to learn. Setting up a project was a challenge simply because there were a whole slew of concepts I did not know. In this post I will share the knowledge I gained from solving this problem and describe each of the steps required from setting up a project with the PhyreEngine, with pictures!

Note that we are using PhyreEngine 3.4.

Step One: Create a new visual studio project.



This step is pretty straight forward, just open up Visual Studio and create a new Win32 project. 


Make sure you start with an empty project.

Step two: Linking our project and solution with the PhyreCore and PhyreFramework



Right click on the solution and add the existing PhyreCore and PhyreFramework projects to the solution. This brings up the question, what is a solution? A solution is a sort of manager or container for projects. It simply maintains the dependencies between project. This brings up another question “what kind of dependencies are there between projects?” We’ll talk about those a little later.



Navigate to the PhyreCore project and add it. Repeat this process for the PhyreFramework.
Next we need to establish a relationship between the PhyreCore, framework and our project. This is done by making our project dependent of the projects we just added to our solution.

Step Three: Setting Project dependencies



Right click on our project and click project depandancies and references


Add PhyreCore and PhyreFramework to the dependancies.

In the build order tab, make sure your build order is:
PhyreCore
PhyreFramework
*Your Phyre Project*

You may not be able to build your project if is not in this order.

Now this next step may be redundant, but now I believe we need to add the PhyreCore and PhyreFramework as references to our project, I observed strange Intellisense behaviour when the projects weren't added as references…but then again when isn’t Intellisense exhibiting strange behavior?



Now that we have our project linked to the PhyreEngine, we need to set up our build configurations. This introduced me to the concept of property sheets. Normally when you set up a project, you need to go into your project settings and set which directories, libraries, pre-processor definitions manually. A property sheet will look at your current build configuration and automatically set these values for you.

This is an excerpt from the PhyreApp property sheet. Notice that the conditions are looking for the current platform the project is set to and is setting the additional library includes accordingly.

Step 4: Setting up Project Configurations

First we must open our configuration manager:


In the Edit Solution Platforms dialog box (under the active solution platform dropdown), we want to select the Win32 platform and rename it to Win32GL.


Next we want to set our Active Solution Configuration to Debug. Notice that the PhyreCore and PhyreFramework will automatically change to GLDebug, we want to make our project’s configuration also say GLDebug. We do this by creating a new configuration:


By creating our project configuration with this name, the project will use the PhyreApp property sheet to set the project properties up for us. Repeat this process for GLDebugOpt and GLRelease and for any other platforms you wish to support.

Once you set up your configurations, you need to actually tell the project to use the property sheet. This is done by opening the Property Manager (View > Other Windows > Property Manager), right clicking on the project and navigating to the directory below:


You want to add the PhyreCommon.props and PhyreApp.prop property sheets to your project.

Step Five: Clean up

Finally, all we need to do now is a little bit of clean up in our .vcxproj and .sln files. Currently, Visual Studio added the PhyreCore, PhyreFramework and the property sheets with absolute paths. This is bad, we want relative paths. I was not able to find a way to change this in Visual Studio, so we must use good ol’ NotePad++.

Open the .vcxproj file and search for any absolute paths and make them relative by using environment variables. An easy way to do this is by searching for “..\”. In the image below we see some nasty absolute paths. Note: depending on where your project is located, you may have a different absolute paths, so modify accordingly.
Exerpt from the Phyre project's vcxproj file. Note the ../../,  this is an absolute path meaning, if we were to share this project with teammates as is, they would have to put the project folder in the exact same directory we put it in.
We can fix this by using the $(SCE_PHYRE) environment variable. The easiest way to do this is by using NotePad++’s find and replace feature.

Again, depending on where you created your project, the "Find what" value may be different for you. 
We must do the same thing for the .sln file. The syntax for environment variables is different in the .sln. You use the following:


Now we have nice clean relative paths:

Excerpt from the Phyre project's vcxproj file after modification. Note the we are now using environment variables,  this is a relative path meaning, if we were to share this project with teammates, they can put it anywhere they want on their computer.
Once you have set up the configurations for each of the platforms you wish to support, you may wish to delete unnecessary project configurations to clean up your configuration drop down menu. This is optional.

Currently our dropdown looks like this
We want it to look like this




You can remove all of these unnecessary configurations by going back into the configuration manager and deleting the Debug, DebugOpt and Release solution configurations.


Again, you may remove everything except for the Debug, DebugOpt and Release configurations. You may also do this same process to remove platforms you are not supporting.

At this point we should have all of our dependencies linked and once we add some code the project will be able to compile. To test this yourself, you can add the “basic.h” and “basic.cpp” source files to your project from the “Samples” folder in the Phyre install directory and comment out every line which has “s_loadedClusters” or “m_cluster” in it. This will give you a window with a blue color. If you do not comment these lines out, your application will crash instantly.

Now that we have a project which builds let’s load and render an object to the screen. This is easier said than done, in order to truly understand what happens when you click that build button, you must understand the Phyre asset pipeline, which I will cover in my next post.

Feel free to tweet me at @MikeGameDev if you see any problems or if you need any help, I'll try my best to help you out.

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