September 17, 2019, 08:25:23 AM

Author Topic: ..creating plugins from IDE source..  (Read 624 times)

Online Naughty Alien

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..creating plugins from IDE source..
« on: February 26, 2018, 08:40:39 AM »
..hi guys..i do not know is this possible, as i couldn't find any specific info about it..basically, im wondering, is it possible to 'compile' code written in AGK IDE, in to some sort of 'plug in' or 'module' such as one in BMX ??

Offline TomToad

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Re: ..creating plugins from IDE source..
« Reply #1 on: February 26, 2018, 10:08:08 AM »
I haven't mess with plugins on AGK, but from what I understand, they need to be compiled into a .dll for Windows .so on Linux and .dylib on Mac.  As far as I know, AGK doesn't compile to those formats, so the plugins need to be compiled using C, C++, or some language that does support those formats.  Also, no plugin support for mobile.

Here's the page on plugins https://www.appgamekit.com/documentation/guides/14_plugins.htm
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Online Naughty Alien

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Re: ..creating plugins from IDE source..
« Reply #2 on: February 26, 2018, 10:52:21 AM »
..that is correct..i was thinking that maybe some sort of 'module' could be created from included source files within IDE, but i guess, thats not possible..hehe

Offline TomToad

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Re: ..creating plugins from IDE source..
« Reply #3 on: February 27, 2018, 08:36:15 AM »
There is the #include and #insert commands that'll let you create reusable code.
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Online Naughty Alien

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Re: ..creating plugins from IDE source..
« Reply #4 on: February 27, 2018, 11:25:16 AM »
..im using #insert..i thought it can be done something like MOD with BMX...small matter...