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Building Fuego with Visual C++

Support for Visual C++

Recent versions of Fuego should compile with Visual C++. However, currently the compilation with Visual C++ is not regularly tested.

How to create a project file

Here is how to create a Visual C++ project for Fuego. It assumes that Visual C++ is installed on your system.

  1. Check out the Fuego code from SVN. On Windows, TortoiseSVN is an excellent SVN client.
  2. Determine whether you want to compile Fuego for a 32-bit or 64-bit system. The Fuego source code can be compiled for either version, but will require either the 32-bit or 64-bit version of the Boost Libraries depending on which one you choose.
  3. Download the Boost Libraries and compile the desired version (32-bit or 64-bit) with Visual C++. (Alternatively you may be able to download a pre-compiled package from Thomas Kent's site) For example, with Boost version 1.45, download and unpack boost_1_45_0.7z from http://sourceforge.net/projects/boost/files/boost/1.45.0/ . For the 32-bit version compile it from a CMD prompt with
        bootstrap
        .\bjam 
    This should create static libraries, for example:
        boost_1_45_0\bin.v2\libs\thread\build\msvc-10.0\release\link-static\threading-multi\libboost_thread-vc100-mt-gd-1_45.lib 
    For the 64-bit version, compile it from a CMD prompt with
    	bjam --toolset=msvc-10.0 address-model=64 --build-type=complete 
  4. Create a new solution named Fuego with Visual C++. The type should be: Console Application from existing files. Add all header and cpp files from the subdirectories gtpengine, smartgame, go, gouct and fuegomain by dragging and dropping them into the solution explorer window (you might want to create subfolders in the solution explorer for the different Fuego libraries for better organization).
  5. Select the platform you want to use (32-bit or 64-bit) for your build from the Build->Configuration Manager... menu. It may be necessary to create a new x64 platform option using the dropdown box.
  6. Add the directories gtpengine, smartgame, go, gouct from the Fuego source directory to Additional Include Directories in the Project properties (right click on the project in the solution explorer to get to the Project properties).
  7. Add the subdirectories for all necessary boost libraries to Additional Linker Libraries in the project properties. This needs to be done differently for Debug and Release configuration.
  8. Copy fuego/book/book.dat to the Debug and Release subdirectories of the project directory.
  9. If you are compiling as a 32-bit program you may want to set the /LARGEADDRESSAWARE flag to YES. This allows up to ~3.5 GB of memory usage (as opposed to 2 GB) and can be found under Project Properties-> Configuration Properties->Linker->System->Enable Large Addresses.
  10. You should now be able to compile Fuego and use it in GoGui by attaching the executable Fuego.exe in the project build directory.

Other hints

  1. Enable Insert Spaces in the Tab Settings of the editor in the project settings (see Coding Style).
  2. Enable additional optimization options for the release version: Maximize Speed, Favor fast code, Whole program optimization


Sun Mar 13 2011 Doxygen 1.7.1