Make My Own Mod
BlitzMax Forums/BlitzMax Programming/Make My Own Mod
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Hi All Thanks in advance for any help you give. I would like to write a few modules that I think would be helpful for others. I would then like to distribute them as 'Mods'. Basically I do not want to give out my source code. Can I compile to a 'mod' that can in some way be included in other peoples code and then referenced? J |
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Just copy the Mod folder to another location and delete all the source files in that copy. The source files aren't used, so there's no problem. Just be sure to only delete the source files on the copied version, as there's no way to get them back. |
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Okay so I have written some code. I compile it but there is NO 'MOD' folder based in my code directory....What am I missing? Where is the MOD file of my compliled code? Thanks by the way TV3D |
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In the mod directory of your BlitzMax installation. |
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It sounds as though you haven't written a module, just some code. You need to add some declarations to your code, and move it into its own folder in the Module folder. See the tutorial here, and just ignore the C++ stuff if it doesn't apply. http://www.blitzbasic.com/Community/posts.php?topic=42290 |
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In the copy, with the source files deleted, you should have some files remaining. These will look something like this :raptor.debug.macos.x86.a raptor.debug.macos.x86.i raptor.release.macos.x86.a raptor.release.macos.x86.i file ending with .a is the static library file ending with .i is the interface file These are required by the compiler when building an application that imports the module. Do not include the (hidden) .bmx folder, as it contains assembler source of your original code. |