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Author Topic: Debug or Release?  (Read 2667 times)

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Sothoth

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Debug or Release?
« on: July 25, 2013, 03:50:48 PM »

Hi!

Following the (marvellously explained) steps from http://forum.dead-code.org/index.php?topic=5434.0 I just compiled the so called "engine runtime". Because I'm only interested in DX9, I built Debug D3D9 and Release D3D9 only.

My question is: what's the difference between Debug and Release builds? The executable file name is the same in both cases: "wme_D3D9.exe". Which may I use to run my game?

And, do I need another file apart from the .exe file?

Thank you very much in advance! You rock! :)
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Mnemonic

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Re: Debug or Release?
« Reply #1 on: July 25, 2013, 04:03:04 PM »

For everyday use, definitely Release. The Debug build is only useful for debugging the engine. It has various runtime checks enabled and it runs considerably slower.
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Sothoth

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Re: Debug or Release?
« Reply #2 on: July 25, 2013, 04:19:30 PM »

For everyday use, definitely Release. The Debug build is only useful for debugging the engine. It has various runtime checks enabled and it runs considerably slower.

Thank you very much, Mnemonic. About whether I need another file apart from the .exe file, is it enough to overwrite the existing wme_D3D9.exe file into a existing wme_devkit installation with the new one?
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Mnemonic

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Re: Debug or Release?
« Reply #3 on: July 25, 2013, 04:26:13 PM »

Yes, it should be enough.
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Sothoth

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Re: Debug or Release?
« Reply #4 on: July 25, 2013, 04:27:03 PM »

Yes, it should be enough.

Thank you very much again. WME rocks! ::rock
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Sothoth

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Re: Debug or Release?
« Reply #5 on: December 10, 2014, 02:30:10 PM »

Hi again! I'm trying to compile the SceneEdit with the latest code from Bitbucket repository, without luck. I've got the following error message:

1>LINK : fatal error LNK1104: cannot open file 'wme_base.lib'

I'm using the Solution 'SceneEdit' in Visual Studio 2008 with the Configuration 'ReleaseD3D9 Win32'.

Any clues? Thanks very much in advance!
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