Which Visual Studio/Visual C++ Version?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/08/2012 at 08:25, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:    
    Platform:      
    Language(s) :     C++  ;

    ---------
    Hi everyone!
    After having great results with Python plugin development in Eclipse I want to take a leap and try my luck in C++.
    I was wondering which version of Visual Studio/Visual C++ is recommended for use with the Cinema SDK? The documentation says 2005+ but by now 2012 is out and I don't know if it is still better to stick to an older version. I'd prefer an environment that is as striped down as possible, so I wont be overwhelmed with too much stuff that's irrelevant for plugin coding.

    There isn't much information on what to use and how to set it up, so any type of help would be appreciated.

    Thanks!



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/08/2012 at 08:27, xxxxxxxx wrote:

    The newly announced CINEMA 4D R14 requires VS 2010 as minimum.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/08/2012 at 12:04, xxxxxxxx wrote:

    Might also be worth mentioning that the situation on the Mac is more complex. To compile for R14 you need XCode 4.2 minimum (requires Snow Leopard) or the latest XCode 4.4 which requires Lion. But, to compile for R13 or earlier on Lion/Mountain Lion you will need XCode 3.2 installed as well. You can get XCode 4.4 for free, but I have a feeling that earlier versions now require a paid Apple developer subscription. Could be wrong about that, though. But if you upgrade a Mac which already has Snow Leopard and XCode 3.2 to Lion or Mountain Lion and then install XCode 4.4 on it, you will have both versions of XCode working on the same machine.

    (BTW, many thanks to Wilfried Behne at Maxon who very patiently answered all my questions about the different versions of XCode and OSX. Thanks Wilfried.)

    Steve



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/08/2012 at 05:43, xxxxxxxx wrote:

    Ok, good to know. It's too bad, that the Express edition doesn't support 64bit, because other than that I think this would be perfect for my needs.

    Is there any open source compiler that has been proven to work with the C4D SDK or is VisualC++ the only way to go?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/08/2012 at 06:14, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Ok, good to know. It's too bad, that the Express edition doesn't support 64bit, because other than that I think this would be perfect for my needs.

    It's possible to enable 64-bits compiling in Visual Studio 2010 Express edition:
    http://stackoverflow.com/questions/1865069/how-to-compile-a-64-bit-application-using-visual-c-2010-express

    Originally posted by xxxxxxxx

    Is there any open source compiler that has been proven to work with the C4D SDK or is VisualC++ the only way to go?

    Visual Studio is the only official and supported building platform.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/08/2012 at 07:43, xxxxxxxx wrote:

    Has Maxon ever considered the QT platform?
    This is what Autodesk now uses for their plugins.

    -It's cross platform
    -The IDE is free
    -It has a wonderful WYSIWYG GUI designer(designing GUI's is actually fun with it)
    -It's based on C++(except things begin with Q or QT)
    -It has a free VS plugin
    -It has lots of support and lots of people use it

    -ScottA



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/08/2012 at 09:34, xxxxxxxx wrote:

    Hi Yannick, this are some fantastic news. Actually buying Visual Studio would have been a steep investment for something that is more of a past time next to my regular 3D work. Thanks again for the link.

    @Scott: Have you ever compiled something for C4D with the QT platform? I'm always open to alternatives, but as far as gettin help here in the forum i reckon it's best to stick the environment that is actually supported by Maxon.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/08/2012 at 10:49, xxxxxxxx wrote:

    ^ QT is not supported in C4D.
    Maxon would have to build special wrappers to allow us to use it. Which would be a ton of work.
    But I have used it a couple of times to make Maya plugins.

    It seems like it would make cross platform issues things a lot simpler to deal with. And it has a fantastic gui designer too.
    Nobody lays out gui's with tables (groups) anymore. And QT is one possible option to modernize the SDK.
    Plus it would allow plugin makers to use the same kind of code for both AutoDesk &C4D plugins. And make developing plugins more standardized.
    Maxon probably doesn't care about that. But the users might like that.

    I'm just wondering if Maxon has even discussed it?

    -ScottA



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/08/2012 at 01:31, xxxxxxxx wrote:

    Sounds like a dream come true (especially the cross-platform thing), but like you I'm not holding my breath. I think the problem is, that the user base that is actually developing for C4D is really small and a big part of that group is happy with what Python and COFFEE has to offer.

    Still it would be interesting if the subject has ever been on the table. :)



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/08/2012 at 04:39, xxxxxxxx wrote:

    What are you problems with cross-platform?
    In all my CINEMA 4D plugins, I never had to do anything special for each of the operating systems.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/08/2012 at 05:58, xxxxxxxx wrote:

    The only area where I have had to be platform-specific was when dealing directly with the file system (as compared to just loading/saving files using BaseFile or such).  If you don't have to worry about that in any way then you are unlikely to need platform-specific code.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/08/2012 at 07:10, xxxxxxxx wrote:

    I doubt that it's a specific cross-platform problem the OP is having, but simply that you need two development systems for a full C4D C++ plugin. You need VS on windows and XCode on the Mac. If you're a Mac user you might (don't know for sure) be able to run windows on it and compile in VS that way. But if you're a PC user you need to buy a Mac, which is not cheap for hobbyists, or find a friendly mac user to compile it for you.

    Looking at it that way there something to be said for a single development system, cross-platform approach.

    Oh wait - we already have one. It's called Python.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/08/2012 at 10:13, xxxxxxxx wrote:

    It's more than cross platform issues Steve.
    There's also all of these different versions of the mac OS flying around now. And each one has it's own limits of which version of Xcode it supports that Maxon has to deal with.
    It seems like a total nightmare to me.

    I think the reason AutoDesk decided to use QT is because they weren't already years deep in mac support like Maxon is. So they had the luxury of starting fresh with a true cross platform option.
    Maxon would have to change their whole way of thinking to do the same. Which probably seems like a huge mountain to climb.
    But when you look at how much trouble it is to deal with the macs changing their OS constantly. While also trying to support both platforms. Sometimes climbing the mountain ends up being the best long term decision.

    Then there's the issue of long time mac&PC plugin developers who might balk at changing to a new way of writing code to deal with. Even though it would make everyone's life simpler in the long run.

    I would be surprised if the developers don't at least talk about this subject in their meetings.
    I suppose they couldn't comment about it. Even if they do talk about it.

    -ScottA



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/08/2012 at 11:43, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    It's more than cross platform issues Steve.There's also all of these different versions of the mac OS flying around now. And each one has it's own limits of which version of Xcode it supports that Maxon has to deal with.It seems like a total nightmare to me.I think the reason AutoDesk decided to use QT is because they weren't already years deep in mac support like Maxon is. So they had the luxury of starting fresh with a true cross platform option. Maxon would have to change their whole way of thinking to do the same. Which probably seems like a huge mountain to climb.But when you look at how much trouble it is to deal with the macs changing their OS constantly. While also trying to support both platforms. Sometimes climbing the mountain ends up being the best long term decision.Then there's the issue of long time mac&PC; plugin developers who might balk at changing to a new way of writing code to deal with. Even though it would make everyone's life simpler in the long run. I would be surprised if the developers don't at least talk about this subject in their meetings.I suppose they couldn't comment about it. Even if they do talk about it.-ScottA

    - Using our own cross-platform code allowed us release 64 bit more than one year earlier then we could have with QT

    - It avoided the performance problems of QT (see Maya forums, if you're interested in user comments about the change of their GUI kit)

    - If it is necessary to adapt GUI code due to OS changes, we know where to do it. If you use 3rd party code, it's a lot more work (with code you don't know that good) or you've to rely on other people fixing it (first Trolltech, then Nokia and in the future whoever will buy it, after Nokia is killing QT development - if anyone does...)

    - Adapting QT would require not only a rewrite in Cinema's core, but also in 3rd party plugins

    From my pov: Apart from having an app to design a GUI, there isn't much to gain when using QT. It solves problems we don't have, and it creates problems we haven't either.

    Regarding Eclipse: There are two problems with just one IDE creating the stuff for all platforms.

    1. You don't have the SDK libs and frameworks. E.g. if you're on Windows and even if the compiler would be capable to generate the correct binary format for executable and dynamic libs for OS X, without the linked frameworks (and their OS specific include files) you can't create them.

    2. You can't use the best available compilers (ICC does work with VS only on Windows; the Clang/LLVM tool chain isn't available in Eclipse on the Mac) & debuggers; I don't expect most people to be able to create their custom build of eclipse with a custom build of LLVM to solve that.

    Best regards,

    Wilfried



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/08/2012 at 12:24, xxxxxxxx wrote:

    Thanks for replying about this Wilfried.
    I never know what you guys are allowed/not allowed to comment on.

    I kinda figured you guys would have at least talked about this at some point.

    -ScottA


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