Hopson97 / MineCraft-One-Week-Challenge

I challenged myself to see if I could create a voxel game (Minecraft-like) in just one week using C++ and OpenGL, and here is the result
https://www.youtube.com/watch?v=Xq3isov6mZ8
MIT License
2.65k stars 379 forks source link

I re-write the Makefile file on the Windows system, and now compile this error. #13

Closed Twilight-Dream-Of-Magic closed 6 years ago

Twilight-Dream-Of-Magic commented 7 years ago

"Source\World\World.h" error: 'mutex' in namespace 'std' does not name a type "Source\World\World.cpp"

Twilight-Dream-Of-Magic commented 7 years ago

Makefile

------------------------------------------------------------------------------

This makefile was generated by 'cbp2make' tool rev.147

------------------------------------------------------------------------------

WORKDIR = %cd%

CC = gcc.exe CXX = g++.exe AR = ar.exe LD = g++.exe WINDRES = windres.exe

INC = CFLAGS_DEBUG_HEADER = -O2 -Wall -fexceptions -g -std=c++17 CFLAGS_RELEASE_HEADER = -O2 -Wall -std=17 RESINC = LIBDIR = LIB = -lopengl32 -lglu32 -lgdi32 -lGL LDFLAGS =

INC_DEBUG = $(INC) CFLAGS_DEBUG = $(CFLAGS_DEBUG_HEADER) -lpthread -lsfml-system -lsfml-window -lsfml-graphics -lGLEW RESINC_DEBUG = $(RESINC) RCFLAGS_DEBUG = $(RCFLAGS) LIBDIR_DEBUG = $(LIBDIR) LIB_DEBUG = $(LIB) LDFLAGS_DEBUG = $(LDFLAGS) OBJDIR_DEBUG = Objectives\Debug DEP_DEBUG = OUT_DEBUG = Binary\Debug\MineCraft-One-Week-Challenge-Master-OpenGL.exe

INC_RELEASE = $(INC) CFLAGS_RELEASE = $(CFLAGS_RELEASE_HEADER) -lpthread -lsfml-system -lsfml-window -lsfml-graphics -lGLEW RESINC_RELEASE = $(RESINC) RCFLAGS_RELEASE = $(RCFLAGS) LIBDIR_RELEASE = $(LIBDIR) LIB_RELEASE = $(LIB) LDFLAGS_RELEASE = $(LDFLAGS) -s OBJDIR_RELEASE = Objectives\Release DEP_RELEASE = OUT_RELEASE = Binary\Release\MineCraft-One-Week-Challenge-Master-OpenGL.exe

OBJ_DEBUG = $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkMesh.o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkManager.o $(OBJDIR_DEBUG)\Source\World\Chunk\Chunk.o $(OBJDIR_DEBUG)\Source\World\Block\ChunkBlock.o $(OBJDIR_DEBUG)\Source\World\Block\BlockTypes\BlockType.o $(OBJDIR_DEBUG)\Source\World\Block\BlockDatabase.o $(OBJDIR_DEBUG)\Source\World\Block\BlockData.o $(OBJDIR_DEBUG)\Source\Texture\BasicTexture.o $(OBJDIR_DEBUG)\Source\Texture\CubeTexture.o $(OBJDIR_DEBUG)\Source\Texture\TextureAtlas.o $(OBJDIR_DEBUG)\Source\ToggleKey.o $(OBJDIR_DEBUG)\Source\Util\FPSCounter.o $(OBJDIR_DEBUG)\Source\Util\FileUtil.o $(OBJDIR_DEBUG)\Source\Util\Random.o $(OBJDIR_DEBUG)\Source\World\World.o $(OBJDIR_DEBUG)\Source\World\Generation\Terrain\SuperFlatGenerator.o $(OBJDIR_DEBUG)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o $(OBJDIR_DEBUG)\Source\World\Generation\Structures\TreeGenerator.o $(OBJDIR_DEBUG)\Source\World\Generation\Structures\StructureBuilder.o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\TemperateForestBiome.o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\OceanBiome.o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkMeshBuilder.o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkSection.o $(OBJDIR_DEBUG)\Source\World\Event\PlayerDigEvent.o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\Biome.o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\DesertBiome.o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\GrasslandBiome.o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\LightForest.o $(OBJDIR_DEBUG)\Source\Model.o $(OBJDIR_DEBUG)\Source\Maths\Vector2XZ.o $(OBJDIR_DEBUG)\Source\Maths\Ray.o $(OBJDIR_DEBUG)\Source\Maths\NoiseGenerator.o $(OBJDIR_DEBUG)\Source\Maths\Matrix.o $(OBJDIR_DEBUG)\Source\Maths\GeneralMaths.o $(OBJDIR_DEBUG)\Source\Maths\Frustum.o $(OBJDIR_DEBUG)\Source\Main.o $(OBJDIR_DEBUG)\Source\Application.o $(OBJDIR_DEBUG)\Source\Camera.o $(OBJDIR_DEBUG)\Source\Context.o $(OBJDIR_DEBUG)\Source\Controller.o $(OBJDIR_DEBUG)\Source\GL\GLFunctions.o $(OBJDIR_DEBUG)\Source\Item\ItemStack.o $(OBJDIR_DEBUG)\Source\Item\Material.o $(OBJDIR_DEBUG)\Source\States\PlayingState.o $(OBJDIR_DEBUG)\Source\Shaders\WaterShader.o $(OBJDIR_DEBUG)\Source\Shaders\SkyboxShader.o $(OBJDIR_DEBUG)\Source\Shaders\ShaderLoader.o $(OBJDIR_DEBUG)\Source\Shaders\Shader.o $(OBJDIR_DEBUG)\Source\Shaders\ChunkShader.o $(OBJDIR_DEBUG)\Source\Shaders\BasicShader.o $(OBJDIR_DEBUG)\Source\Renderer\WaterRenderer.o $(OBJDIR_DEBUG)\Source\Physics\AABB.o $(OBJDIR_DEBUG)\Source\Player\Player.o $(OBJDIR_DEBUG)\Source\Renderer\ChunkRenderer.o $(OBJDIR_DEBUG)\Source\Renderer\CubeRenderer.o $(OBJDIR_DEBUG)\Source\Renderer\QuadRenderer.o $(OBJDIR_DEBUG)\Source\Renderer\RenderMaster.o $(OBJDIR_DEBUG)\Source\Renderer\SFMLRenderer.o $(OBJDIR_DEBUG)\Source\Renderer\SkyboxRenderer.o

OBJ_RELEASE = $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkMesh.o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkManager.o $(OBJDIR_RELEASE)\Source\World\Chunk\Chunk.o $(OBJDIR_RELEASE)\Source\World\Block\ChunkBlock.o $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes\BlockType.o $(OBJDIR_RELEASE)\Source\World\Block\BlockDatabase.o $(OBJDIR_RELEASE)\Source\World\Block\BlockData.o $(OBJDIR_RELEASE)\Source\Texture\BasicTexture.o $(OBJDIR_RELEASE)\Source\Texture\CubeTexture.o $(OBJDIR_RELEASE)\Source\Texture\TextureAtlas.o $(OBJDIR_RELEASE)\Source\ToggleKey.o $(OBJDIR_RELEASE)\Source\Util\FPSCounter.o $(OBJDIR_RELEASE)\Source\Util\FileUtil.o $(OBJDIR_RELEASE)\Source\Util\Random.o $(OBJDIR_RELEASE)\Source\World\World.o $(OBJDIR_RELEASE)\Source\World\Generation\Terrain\SuperFlatGenerator.o $(OBJDIR_RELEASE)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o $(OBJDIR_RELEASE)\Source\World\Generation\Structures\TreeGenerator.o $(OBJDIR_RELEASE)\Source\World\Generation\Structures\StructureBuilder.o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\TemperateForestBiome.o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\OceanBiome.o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkMeshBuilder.o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkSection.o $(OBJDIR_RELEASE)\Source\World\Event\PlayerDigEvent.o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\Biome.o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\DesertBiome.o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\GrasslandBiome.o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\LightForest.o $(OBJDIR_RELEASE)\Source\Model.o $(OBJDIR_RELEASE)\Source\Maths\Vector2XZ.o $(OBJDIR_RELEASE)\Source\Maths\Ray.o $(OBJDIR_RELEASE)\Source\Maths\NoiseGenerator.o $(OBJDIR_RELEASE)\Source\Maths\Matrix.o $(OBJDIR_RELEASE)\Source\Maths\GeneralMaths.o $(OBJDIR_RELEASE)\Source\Maths\Frustum.o $(OBJDIR_RELEASE)\Source\Main.o $(OBJDIR_RELEASE)\Source\Application.o $(OBJDIR_RELEASE)\Source\Camera.o $(OBJDIR_RELEASE)\Source\Context.o $(OBJDIR_RELEASE)\Source\Controller.o $(OBJDIR_RELEASE)\Source\GL\GLFunctions.o $(OBJDIR_RELEASE)\Source\Item\ItemStack.o $(OBJDIR_RELEASE)\Source\Item\Material.o $(OBJDIR_RELEASE)\Source\States\PlayingState.o $(OBJDIR_RELEASE)\Source\Shaders\WaterShader.o $(OBJDIR_RELEASE)\Source\Shaders\SkyboxShader.o $(OBJDIR_RELEASE)\Source\Shaders\ShaderLoader.o $(OBJDIR_RELEASE)\Source\Shaders\Shader.o $(OBJDIR_RELEASE)\Source\Shaders\ChunkShader.o $(OBJDIR_RELEASE)\Source\Shaders\BasicShader.o $(OBJDIR_RELEASE)\Source\Renderer\WaterRenderer.o $(OBJDIR_RELEASE)\Source\Physics\AABB.o $(OBJDIR_RELEASE)\Source\Player\Player.o $(OBJDIR_RELEASE)\Source\Renderer\ChunkRenderer.o $(OBJDIR_RELEASE)\Source\Renderer\CubeRenderer.o $(OBJDIR_RELEASE)\Source\Renderer\QuadRenderer.o $(OBJDIR_RELEASE)\Source\Renderer\RenderMaster.o $(OBJDIR_RELEASE)\Source\Renderer\SFMLRenderer.o $(OBJDIR_RELEASE)\Source\Renderer\SkyboxRenderer.o

all: debug release

clean: clean_debug clean_release

before_debug: cmd /c if not exist Binary\Debug md Binary\Debug cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Chunk md $(OBJDIR_DEBUG)\Source\World\Chunk cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Block md $(OBJDIR_DEBUG)\Source\World\Block cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Block\BlockTypes md $(OBJDIR_DEBUG)\Source\World\Block\BlockTypes cmd /c if not exist $(OBJDIR_DEBUG)\Source\Texture md $(OBJDIR_DEBUG)\Source\Texture cmd /c if not exist $(OBJDIR_DEBUG)\Source md $(OBJDIR_DEBUG)\Source cmd /c if not exist $(OBJDIR_DEBUG)\Source\Util md $(OBJDIR_DEBUG)\Source\Util cmd /c if not exist $(OBJDIR_DEBUG)\Source\World md $(OBJDIR_DEBUG)\Source\World cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Generation\Terrain md $(OBJDIR_DEBUG)\Source\World\Generation\Terrain cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Generation\Structures md $(OBJDIR_DEBUG)\Source\World\Generation\Structures cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Generation\Biome md $(OBJDIR_DEBUG)\Source\World\Generation\Biome cmd /c if not exist $(OBJDIR_DEBUG)\Source\World\Event md $(OBJDIR_DEBUG)\Source\World\Event cmd /c if not exist $(OBJDIR_DEBUG)\Source\Maths md $(OBJDIR_DEBUG)\Source\Maths cmd /c if not exist $(OBJDIR_DEBUG)\Source\GL md $(OBJDIR_DEBUG)\Source\GL cmd /c if not exist $(OBJDIR_DEBUG)\Source\Item md $(OBJDIR_DEBUG)\Source\Item cmd /c if not exist $(OBJDIR_DEBUG)\Source\States md $(OBJDIR_DEBUG)\Source\States cmd /c if not exist $(OBJDIR_DEBUG)\Source\Shaders md $(OBJDIR_DEBUG)\Source\Shaders cmd /c if not exist $(OBJDIR_DEBUG)\Source\Renderer md $(OBJDIR_DEBUG)\Source\Renderer cmd /c if not exist $(OBJDIR_DEBUG)\Source\Physics md $(OBJDIR_DEBUG)\Source\Physics cmd /c if not exist $(OBJDIR_DEBUG)\Source\Player md $(OBJDIR_DEBUG)\Source\Player

after_debug:

debug: before_debug out_debug after_debug

out_debug: before_debug $(OBJ_DEBUG) $(DEP_DEBUG) $(LD) $(LIBDIR_DEBUG) -o $(OUT_DEBUG) $(OBJ_DEBUG) $(LDFLAGS_DEBUG) $(LIB_DEBUG)

$(OBJDIR_DEBUG)\Source\World\Chunk\ChunkMesh.o: Source\World\Chunk\ChunkMesh.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Chunk\ChunkMesh.cpp -o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkMesh.o

$(OBJDIR_DEBUG)\Source\World\Chunk\ChunkManager.o: Source\World\Chunk\ChunkManager.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Chunk\ChunkManager.cpp -o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkManager.o

$(OBJDIR_DEBUG)\Source\World\Chunk\Chunk.o: Source\World\Chunk\Chunk.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Chunk\Chunk.cpp -o $(OBJDIR_DEBUG)\Source\World\Chunk\Chunk.o

$(OBJDIR_DEBUG)\Source\World\Block\ChunkBlock.o: Source\World\Block\ChunkBlock.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Block\ChunkBlock.cpp -o $(OBJDIR_DEBUG)\Source\World\Block\ChunkBlock.o

$(OBJDIR_DEBUG)\Source\World\Block\BlockTypes\BlockType.o: Source\World\Block\BlockTypes\BlockType.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Block\BlockTypes\BlockType.cpp -o $(OBJDIR_DEBUG)\Source\World\Block\BlockTypes\BlockType.o

$(OBJDIR_DEBUG)\Source\World\Block\BlockDatabase.o: Source\World\Block\BlockDatabase.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Block\BlockDatabase.cpp -o $(OBJDIR_DEBUG)\Source\World\Block\BlockDatabase.o

$(OBJDIR_DEBUG)\Source\World\Block\BlockData.o: Source\World\Block\BlockData.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Block\BlockData.cpp -o $(OBJDIR_DEBUG)\Source\World\Block\BlockData.o

$(OBJDIR_DEBUG)\Source\Texture\BasicTexture.o: Source\Texture\BasicTexture.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Texture\BasicTexture.cpp -o $(OBJDIR_DEBUG)\Source\Texture\BasicTexture.o

$(OBJDIR_DEBUG)\Source\Texture\CubeTexture.o: Source\Texture\CubeTexture.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Texture\CubeTexture.cpp -o $(OBJDIR_DEBUG)\Source\Texture\CubeTexture.o

$(OBJDIR_DEBUG)\Source\Texture\TextureAtlas.o: Source\Texture\TextureAtlas.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Texture\TextureAtlas.cpp -o $(OBJDIR_DEBUG)\Source\Texture\TextureAtlas.o

$(OBJDIR_DEBUG)\Source\ToggleKey.o: Source\ToggleKey.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\ToggleKey.cpp -o $(OBJDIR_DEBUG)\Source\ToggleKey.o

$(OBJDIR_DEBUG)\Source\Util\FPSCounter.o: Source\Util\FPSCounter.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Util\FPSCounter.cpp -o $(OBJDIR_DEBUG)\Source\Util\FPSCounter.o

$(OBJDIR_DEBUG)\Source\Util\FileUtil.o: Source\Util\FileUtil.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Util\FileUtil.cpp -o $(OBJDIR_DEBUG)\Source\Util\FileUtil.o

$(OBJDIR_DEBUG)\Source\Util\Random.o: Source\Util\Random.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Util\Random.cpp -o $(OBJDIR_DEBUG)\Source\Util\Random.o

$(OBJDIR_DEBUG)\Source\World\World.o: Source\World\World.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\World.cpp -o $(OBJDIR_DEBUG)\Source\World\World.o

$(OBJDIR_DEBUG)\Source\World\Generation\Terrain\SuperFlatGenerator.o: Source\World\Generation\Terrain\SuperFlatGenerator.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Terrain\SuperFlatGenerator.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Terrain\SuperFlatGenerator.o

$(OBJDIR_DEBUG)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o: Source\World\Generation\Terrain\ClassicOverWorldGenerator.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Terrain\ClassicOverWorldGenerator.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o

$(OBJDIR_DEBUG)\Source\World\Generation\Structures\TreeGenerator.o: Source\World\Generation\Structures\TreeGenerator.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Structures\TreeGenerator.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Structures\TreeGenerator.o

$(OBJDIR_DEBUG)\Source\World\Generation\Structures\StructureBuilder.o: Source\World\Generation\Structures\StructureBuilder.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Structures\StructureBuilder.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Structures\StructureBuilder.o

$(OBJDIR_DEBUG)\Source\World\Generation\Biome\TemperateForestBiome.o: Source\World\Generation\Biome\TemperateForestBiome.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Biome\TemperateForestBiome.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\TemperateForestBiome.o

$(OBJDIR_DEBUG)\Source\World\Generation\Biome\OceanBiome.o: Source\World\Generation\Biome\OceanBiome.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Biome\OceanBiome.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\OceanBiome.o

$(OBJDIR_DEBUG)\Source\World\Chunk\ChunkMeshBuilder.o: Source\World\Chunk\ChunkMeshBuilder.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Chunk\ChunkMeshBuilder.cpp -o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkMeshBuilder.o

$(OBJDIR_DEBUG)\Source\World\Chunk\ChunkSection.o: Source\World\Chunk\ChunkSection.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Chunk\ChunkSection.cpp -o $(OBJDIR_DEBUG)\Source\World\Chunk\ChunkSection.o

$(OBJDIR_DEBUG)\Source\World\Event\PlayerDigEvent.o: Source\World\Event\PlayerDigEvent.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Event\PlayerDigEvent.cpp -o $(OBJDIR_DEBUG)\Source\World\Event\PlayerDigEvent.o

$(OBJDIR_DEBUG)\Source\World\Generation\Biome\Biome.o: Source\World\Generation\Biome\Biome.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Biome\Biome.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\Biome.o

$(OBJDIR_DEBUG)\Source\World\Generation\Biome\DesertBiome.o: Source\World\Generation\Biome\DesertBiome.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Biome\DesertBiome.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\DesertBiome.o

$(OBJDIR_DEBUG)\Source\World\Generation\Biome\GrasslandBiome.o: Source\World\Generation\Biome\GrasslandBiome.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Biome\GrasslandBiome.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\GrasslandBiome.o

$(OBJDIR_DEBUG)\Source\World\Generation\Biome\LightForest.o: Source\World\Generation\Biome\LightForest.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\World\Generation\Biome\LightForest.cpp -o $(OBJDIR_DEBUG)\Source\World\Generation\Biome\LightForest.o

$(OBJDIR_DEBUG)\Source\Model.o: Source\Model.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Model.cpp -o $(OBJDIR_DEBUG)\Source\Model.o

$(OBJDIR_DEBUG)\Source\Maths\Vector2XZ.o: Source\Maths\Vector2XZ.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Maths\Vector2XZ.cpp -o $(OBJDIR_DEBUG)\Source\Maths\Vector2XZ.o

$(OBJDIR_DEBUG)\Source\Maths\Ray.o: Source\Maths\Ray.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Maths\Ray.cpp -o $(OBJDIR_DEBUG)\Source\Maths\Ray.o

$(OBJDIR_DEBUG)\Source\Maths\NoiseGenerator.o: Source\Maths\NoiseGenerator.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Maths\NoiseGenerator.cpp -o $(OBJDIR_DEBUG)\Source\Maths\NoiseGenerator.o

$(OBJDIR_DEBUG)\Source\Maths\Matrix.o: Source\Maths\Matrix.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Maths\Matrix.cpp -o $(OBJDIR_DEBUG)\Source\Maths\Matrix.o

$(OBJDIR_DEBUG)\Source\Maths\GeneralMaths.o: Source\Maths\GeneralMaths.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Maths\GeneralMaths.cpp -o $(OBJDIR_DEBUG)\Source\Maths\GeneralMaths.o

$(OBJDIR_DEBUG)\Source\Maths\Frustum.o: Source\Maths\Frustum.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Maths\Frustum.cpp -o $(OBJDIR_DEBUG)\Source\Maths\Frustum.o

$(OBJDIR_DEBUG)\Source\Main.o: Source\Main.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Main.cpp -o $(OBJDIR_DEBUG)\Source\Main.o

$(OBJDIR_DEBUG)\Source\Application.o: Source\Application.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Application.cpp -o $(OBJDIR_DEBUG)\Source\Application.o

$(OBJDIR_DEBUG)\Source\Camera.o: Source\Camera.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Camera.cpp -o $(OBJDIR_DEBUG)\Source\Camera.o

$(OBJDIR_DEBUG)\Source\Context.o: Source\Context.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Context.cpp -o $(OBJDIR_DEBUG)\Source\Context.o

$(OBJDIR_DEBUG)\Source\Controller.o: Source\Controller.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Controller.cpp -o $(OBJDIR_DEBUG)\Source\Controller.o

$(OBJDIR_DEBUG)\Source\GL\GLFunctions.o: Source\GL\GLFunctions.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\GL\GLFunctions.cpp -o $(OBJDIR_DEBUG)\Source\GL\GLFunctions.o

$(OBJDIR_DEBUG)\Source\Item\ItemStack.o: Source\Item\ItemStack.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Item\ItemStack.cpp -o $(OBJDIR_DEBUG)\Source\Item\ItemStack.o

$(OBJDIR_DEBUG)\Source\Item\Material.o: Source\Item\Material.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Item\Material.cpp -o $(OBJDIR_DEBUG)\Source\Item\Material.o

$(OBJDIR_DEBUG)\Source\States\PlayingState.o: Source\States\PlayingState.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\States\PlayingState.cpp -o $(OBJDIR_DEBUG)\Source\States\PlayingState.o

$(OBJDIR_DEBUG)\Source\Shaders\WaterShader.o: Source\Shaders\WaterShader.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Shaders\WaterShader.cpp -o $(OBJDIR_DEBUG)\Source\Shaders\WaterShader.o

$(OBJDIR_DEBUG)\Source\Shaders\SkyboxShader.o: Source\Shaders\SkyboxShader.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Shaders\SkyboxShader.cpp -o $(OBJDIR_DEBUG)\Source\Shaders\SkyboxShader.o

$(OBJDIR_DEBUG)\Source\Shaders\ShaderLoader.o: Source\Shaders\ShaderLoader.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Shaders\ShaderLoader.cpp -o $(OBJDIR_DEBUG)\Source\Shaders\ShaderLoader.o

$(OBJDIR_DEBUG)\Source\Shaders\Shader.o: Source\Shaders\Shader.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Shaders\Shader.cpp -o $(OBJDIR_DEBUG)\Source\Shaders\Shader.o

$(OBJDIR_DEBUG)\Source\Shaders\ChunkShader.o: Source\Shaders\ChunkShader.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Shaders\ChunkShader.cpp -o $(OBJDIR_DEBUG)\Source\Shaders\ChunkShader.o

$(OBJDIR_DEBUG)\Source\Shaders\BasicShader.o: Source\Shaders\BasicShader.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Shaders\BasicShader.cpp -o $(OBJDIR_DEBUG)\Source\Shaders\BasicShader.o

$(OBJDIR_DEBUG)\Source\Renderer\WaterRenderer.o: Source\Renderer\WaterRenderer.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\WaterRenderer.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\WaterRenderer.o

$(OBJDIR_DEBUG)\Source\Physics\AABB.o: Source\Physics\AABB.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Physics\AABB.cpp -o $(OBJDIR_DEBUG)\Source\Physics\AABB.o

$(OBJDIR_DEBUG)\Source\Player\Player.o: Source\Player\Player.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Player\Player.cpp -o $(OBJDIR_DEBUG)\Source\Player\Player.o

$(OBJDIR_DEBUG)\Source\Renderer\ChunkRenderer.o: Source\Renderer\ChunkRenderer.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\ChunkRenderer.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\ChunkRenderer.o

$(OBJDIR_DEBUG)\Source\Renderer\CubeRenderer.o: Source\Renderer\CubeRenderer.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\CubeRenderer.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\CubeRenderer.o

$(OBJDIR_DEBUG)\Source\Renderer\QuadRenderer.o: Source\Renderer\QuadRenderer.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\QuadRenderer.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\QuadRenderer.o

$(OBJDIR_DEBUG)\Source\Renderer\RenderMaster.o: Source\Renderer\RenderMaster.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\RenderMaster.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\RenderMaster.o

$(OBJDIR_DEBUG)\Source\Renderer\SFMLRenderer.o: Source\Renderer\SFMLRenderer.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\SFMLRenderer.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\SFMLRenderer.o

$(OBJDIR_DEBUG)\Source\Renderer\SkyboxRenderer.o: Source\Renderer\SkyboxRenderer.cpp $(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Source\Renderer\SkyboxRenderer.cpp -o $(OBJDIR_DEBUG)\Source\Renderer\SkyboxRenderer.o

clean_debug: cmd /c del /f $(OBJ_DEBUG) $(OUT_DEBUG) cmd /c rd Binary\Debug cmd /c rd $(OBJDIR_DEBUG)\Source\World\Chunk cmd /c rd $(OBJDIR_DEBUG)\Source\World\Block cmd /c rd $(OBJDIR_DEBUG)\Source\World\Block\BlockTypes cmd /c rd $(OBJDIR_DEBUG)\Source\Texture cmd /c rd $(OBJDIR_DEBUG)\Source cmd /c rd $(OBJDIR_DEBUG)\Source\Util cmd /c rd $(OBJDIR_DEBUG)\Source\World cmd /c rd $(OBJDIR_DEBUG)\Source\World\Generation\Terrain cmd /c rd $(OBJDIR_DEBUG)\Source\World\Generation\Structures cmd /c rd $(OBJDIR_DEBUG)\Source\World\Generation\Biome cmd /c rd $(OBJDIR_DEBUG)\Source\World\Event cmd /c rd $(OBJDIR_DEBUG)\Source\Maths cmd /c rd $(OBJDIR_DEBUG)\Source\GL cmd /c rd $(OBJDIR_DEBUG)\Source\Item cmd /c rd $(OBJDIR_DEBUG)\Source\States cmd /c rd $(OBJDIR_DEBUG)\Source\Shaders cmd /c rd $(OBJDIR_DEBUG)\Source\Renderer cmd /c rd $(OBJDIR_DEBUG)\Source\Physics cmd /c rd $(OBJDIR_DEBUG)\Source\Player

before_release: cmd /c if not exist Binary\Release md Binary\Release cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Chunk md $(OBJDIR_RELEASE)\Source\World\Chunk cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Block md $(OBJDIR_RELEASE)\Source\World\Block cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes md $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes cmd /c if not exist $(OBJDIR_RELEASE)\Source\Texture md $(OBJDIR_RELEASE)\Source\Texture cmd /c if not exist $(OBJDIR_RELEASE)\Source md $(OBJDIR_RELEASE)\Source cmd /c if not exist $(OBJDIR_RELEASE)\Source\Util md $(OBJDIR_RELEASE)\Source\Util cmd /c if not exist $(OBJDIR_RELEASE)\Source\World md $(OBJDIR_RELEASE)\Source\World cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Generation\Terrain md $(OBJDIR_RELEASE)\Source\World\Generation\Terrain cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Generation\Structures md $(OBJDIR_RELEASE)\Source\World\Generation\Structures cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Generation\Biome md $(OBJDIR_RELEASE)\Source\World\Generation\Biome cmd /c if not exist $(OBJDIR_RELEASE)\Source\World\Event md $(OBJDIR_RELEASE)\Source\World\Event cmd /c if not exist $(OBJDIR_RELEASE)\Source\Maths md $(OBJDIR_RELEASE)\Source\Maths cmd /c if not exist $(OBJDIR_RELEASE)\Source\GL md $(OBJDIR_RELEASE)\Source\GL cmd /c if not exist $(OBJDIR_RELEASE)\Source\Item md $(OBJDIR_RELEASE)\Source\Item cmd /c if not exist $(OBJDIR_RELEASE)\Source\States md $(OBJDIR_RELEASE)\Source\States cmd /c if not exist $(OBJDIR_RELEASE)\Source\Shaders md $(OBJDIR_RELEASE)\Source\Shaders cmd /c if not exist $(OBJDIR_RELEASE)\Source\Renderer md $(OBJDIR_RELEASE)\Source\Renderer cmd /c if not exist $(OBJDIR_RELEASE)\Source\Physics md $(OBJDIR_RELEASE)\Source\Physics cmd /c if not exist $(OBJDIR_RELEASE)\Source\Player md $(OBJDIR_RELEASE)\Source\Player

after_release:

release: before_release out_release after_release

out_release: before_release $(OBJ_RELEASE) $(DEP_RELEASE) $(LD) $(LIBDIR_RELEASE) -o $(OUT_RELEASE) $(OBJ_RELEASE) $(LDFLAGS_RELEASE) -mwindows $(LIB_RELEASE)

$(OBJDIR_RELEASE)\Source\World\Chunk\ChunkMesh.o: Source\World\Chunk\ChunkMesh.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\ChunkMesh.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkMesh.o

$(OBJDIR_RELEASE)\Source\World\Chunk\ChunkManager.o: Source\World\Chunk\ChunkManager.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\ChunkManager.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkManager.o

$(OBJDIR_RELEASE)\Source\World\Chunk\Chunk.o: Source\World\Chunk\Chunk.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\Chunk.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\Chunk.o

$(OBJDIR_RELEASE)\Source\World\Block\ChunkBlock.o: Source\World\Block\ChunkBlock.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\ChunkBlock.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\ChunkBlock.o

$(OBJDIR_RELEASE)\Source\World\Block\BlockTypes\BlockType.o: Source\World\Block\BlockTypes\BlockType.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\BlockTypes\BlockType.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes\BlockType.o

$(OBJDIR_RELEASE)\Source\World\Block\BlockDatabase.o: Source\World\Block\BlockDatabase.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\BlockDatabase.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\BlockDatabase.o

$(OBJDIR_RELEASE)\Source\World\Block\BlockData.o: Source\World\Block\BlockData.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\BlockData.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\BlockData.o

$(OBJDIR_RELEASE)\Source\Texture\BasicTexture.o: Source\Texture\BasicTexture.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Texture\BasicTexture.cpp -o $(OBJDIR_RELEASE)\Source\Texture\BasicTexture.o

$(OBJDIR_RELEASE)\Source\Texture\CubeTexture.o: Source\Texture\CubeTexture.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Texture\CubeTexture.cpp -o $(OBJDIR_RELEASE)\Source\Texture\CubeTexture.o

$(OBJDIR_RELEASE)\Source\Texture\TextureAtlas.o: Source\Texture\TextureAtlas.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Texture\TextureAtlas.cpp -o $(OBJDIR_RELEASE)\Source\Texture\TextureAtlas.o

$(OBJDIR_RELEASE)\Source\ToggleKey.o: Source\ToggleKey.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\ToggleKey.cpp -o $(OBJDIR_RELEASE)\Source\ToggleKey.o

$(OBJDIR_RELEASE)\Source\Util\FPSCounter.o: Source\Util\FPSCounter.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Util\FPSCounter.cpp -o $(OBJDIR_RELEASE)\Source\Util\FPSCounter.o

$(OBJDIR_RELEASE)\Source\Util\FileUtil.o: Source\Util\FileUtil.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Util\FileUtil.cpp -o $(OBJDIR_RELEASE)\Source\Util\FileUtil.o

$(OBJDIR_RELEASE)\Source\Util\Random.o: Source\Util\Random.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Util\Random.cpp -o $(OBJDIR_RELEASE)\Source\Util\Random.o

$(OBJDIR_RELEASE)\Source\World\World.o: Source\World\World.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\World.cpp -o $(OBJDIR_RELEASE)\Source\World\World.o

$(OBJDIR_RELEASE)\Source\World\Generation\Terrain\SuperFlatGenerator.o: Source\World\Generation\Terrain\SuperFlatGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Terrain\SuperFlatGenerator.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Terrain\SuperFlatGenerator.o

$(OBJDIR_RELEASE)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o: Source\World\Generation\Terrain\ClassicOverWorldGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Terrain\ClassicOverWorldGenerator.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o

$(OBJDIR_RELEASE)\Source\World\Generation\Structures\TreeGenerator.o: Source\World\Generation\Structures\TreeGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Structures\TreeGenerator.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Structures\TreeGenerator.o

$(OBJDIR_RELEASE)\Source\World\Generation\Structures\StructureBuilder.o: Source\World\Generation\Structures\StructureBuilder.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Structures\StructureBuilder.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Structures\StructureBuilder.o

$(OBJDIR_RELEASE)\Source\World\Generation\Biome\TemperateForestBiome.o: Source\World\Generation\Biome\TemperateForestBiome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\TemperateForestBiome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\TemperateForestBiome.o

$(OBJDIR_RELEASE)\Source\World\Generation\Biome\OceanBiome.o: Source\World\Generation\Biome\OceanBiome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\OceanBiome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\OceanBiome.o

$(OBJDIR_RELEASE)\Source\World\Chunk\ChunkMeshBuilder.o: Source\World\Chunk\ChunkMeshBuilder.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\ChunkMeshBuilder.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkMeshBuilder.o

$(OBJDIR_RELEASE)\Source\World\Chunk\ChunkSection.o: Source\World\Chunk\ChunkSection.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\ChunkSection.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkSection.o

$(OBJDIR_RELEASE)\Source\World\Event\PlayerDigEvent.o: Source\World\Event\PlayerDigEvent.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Event\PlayerDigEvent.cpp -o $(OBJDIR_RELEASE)\Source\World\Event\PlayerDigEvent.o

$(OBJDIR_RELEASE)\Source\World\Generation\Biome\Biome.o: Source\World\Generation\Biome\Biome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\Biome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\Biome.o

$(OBJDIR_RELEASE)\Source\World\Generation\Biome\DesertBiome.o: Source\World\Generation\Biome\DesertBiome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\DesertBiome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\DesertBiome.o

$(OBJDIR_RELEASE)\Source\World\Generation\Biome\GrasslandBiome.o: Source\World\Generation\Biome\GrasslandBiome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\GrasslandBiome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\GrasslandBiome.o

$(OBJDIR_RELEASE)\Source\World\Generation\Biome\LightForest.o: Source\World\Generation\Biome\LightForest.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\LightForest.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\LightForest.o

$(OBJDIR_RELEASE)\Source\Model.o: Source\Model.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Model.cpp -o $(OBJDIR_RELEASE)\Source\Model.o

$(OBJDIR_RELEASE)\Source\Maths\Vector2XZ.o: Source\Maths\Vector2XZ.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\Vector2XZ.cpp -o $(OBJDIR_RELEASE)\Source\Maths\Vector2XZ.o

$(OBJDIR_RELEASE)\Source\Maths\Ray.o: Source\Maths\Ray.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\Ray.cpp -o $(OBJDIR_RELEASE)\Source\Maths\Ray.o

$(OBJDIR_RELEASE)\Source\Maths\NoiseGenerator.o: Source\Maths\NoiseGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\NoiseGenerator.cpp -o $(OBJDIR_RELEASE)\Source\Maths\NoiseGenerator.o

$(OBJDIR_RELEASE)\Source\Maths\Matrix.o: Source\Maths\Matrix.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\Matrix.cpp -o $(OBJDIR_RELEASE)\Source\Maths\Matrix.o

$(OBJDIR_RELEASE)\Source\Maths\GeneralMaths.o: Source\Maths\GeneralMaths.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\GeneralMaths.cpp -o $(OBJDIR_RELEASE)\Source\Maths\GeneralMaths.o

$(OBJDIR_RELEASE)\Source\Maths\Frustum.o: Source\Maths\Frustum.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\Frustum.cpp -o $(OBJDIR_RELEASE)\Source\Maths\Frustum.o

$(OBJDIR_RELEASE)\Source\Main.o: Source\Main.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Main.cpp -o $(OBJDIR_RELEASE)\Source\Main.o

$(OBJDIR_RELEASE)\Source\Application.o: Source\Application.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Application.cpp -o $(OBJDIR_RELEASE)\Source\Application.o

$(OBJDIR_RELEASE)\Source\Camera.o: Source\Camera.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Camera.cpp -o $(OBJDIR_RELEASE)\Source\Camera.o

$(OBJDIR_RELEASE)\Source\Context.o: Source\Context.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Context.cpp -o $(OBJDIR_RELEASE)\Source\Context.o

$(OBJDIR_RELEASE)\Source\Controller.o: Source\Controller.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Controller.cpp -o $(OBJDIR_RELEASE)\Source\Controller.o

$(OBJDIR_RELEASE)\Source\GL\GLFunctions.o: Source\GL\GLFunctions.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\GL\GLFunctions.cpp -o $(OBJDIR_RELEASE)\Source\GL\GLFunctions.o

$(OBJDIR_RELEASE)\Source\Item\ItemStack.o: Source\Item\ItemStack.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Item\ItemStack.cpp -o $(OBJDIR_RELEASE)\Source\Item\ItemStack.o

$(OBJDIR_RELEASE)\Source\Item\Material.o: Source\Item\Material.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Item\Material.cpp -o $(OBJDIR_RELEASE)\Source\Item\Material.o

$(OBJDIR_RELEASE)\Source\States\PlayingState.o: Source\States\PlayingState.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\States\PlayingState.cpp -o $(OBJDIR_RELEASE)\Source\States\PlayingState.o

$(OBJDIR_RELEASE)\Source\Shaders\WaterShader.o: Source\Shaders\WaterShader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\WaterShader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\WaterShader.o

$(OBJDIR_RELEASE)\Source\Shaders\SkyboxShader.o: Source\Shaders\SkyboxShader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\SkyboxShader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\SkyboxShader.o

$(OBJDIR_RELEASE)\Source\Shaders\ShaderLoader.o: Source\Shaders\ShaderLoader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\ShaderLoader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\ShaderLoader.o

$(OBJDIR_RELEASE)\Source\Shaders\Shader.o: Source\Shaders\Shader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\Shader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\Shader.o

$(OBJDIR_RELEASE)\Source\Shaders\ChunkShader.o: Source\Shaders\ChunkShader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\ChunkShader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\ChunkShader.o

$(OBJDIR_RELEASE)\Source\Shaders\BasicShader.o: Source\Shaders\BasicShader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\BasicShader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\BasicShader.o

$(OBJDIR_RELEASE)\Source\Renderer\WaterRenderer.o: Source\Renderer\WaterRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\WaterRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\WaterRenderer.o

$(OBJDIR_RELEASE)\Source\Physics\AABB.o: Source\Physics\AABB.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Physics\AABB.cpp -o $(OBJDIR_RELEASE)\Source\Physics\AABB.o

$(OBJDIR_RELEASE)\Source\Player\Player.o: Source\Player\Player.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Player\Player.cpp -o $(OBJDIR_RELEASE)\Source\Player\Player.o

$(OBJDIR_RELEASE)\Source\Renderer\ChunkRenderer.o: Source\Renderer\ChunkRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\ChunkRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\ChunkRenderer.o

$(OBJDIR_RELEASE)\Source\Renderer\CubeRenderer.o: Source\Renderer\CubeRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\CubeRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\CubeRenderer.o

$(OBJDIR_RELEASE)\Source\Renderer\QuadRenderer.o: Source\Renderer\QuadRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\QuadRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\QuadRenderer.o

$(OBJDIR_RELEASE)\Source\Renderer\RenderMaster.o: Source\Renderer\RenderMaster.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\RenderMaster.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\RenderMaster.o

$(OBJDIR_RELEASE)\Source\Renderer\SFMLRenderer.o: Source\Renderer\SFMLRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\SFMLRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\SFMLRenderer.o

$(OBJDIR_RELEASE)\Source\Renderer\SkyboxRenderer.o: Source\Renderer\SkyboxRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\SkyboxRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\SkyboxRenderer.o

clean_release: cmd /c del /f $(OBJ_RELEASE) $(OUT_RELEASE) cmd /c rd Binary\Release cmd /c rd $(OBJDIR_RELEASE)\Source\World\Chunk cmd /c rd $(OBJDIR_RELEASE)\Source\World\Block cmd /c rd $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes cmd /c rd $(OBJDIR_RELEASE)\Source\Texture cmd /c rd $(OBJDIR_RELEASE)\Source cmd /c rd $(OBJDIR_RELEASE)\Source\Util cmd /c rd $(OBJDIR_RELEASE)\Source\World cmd /c rd $(OBJDIR_RELEASE)\Source\World\Generation\Terrain cmd /c rd $(OBJDIR_RELEASE)\Source\World\Generation\Structures cmd /c rd $(OBJDIR_RELEASE)\Source\World\Generation\Biome cmd /c rd $(OBJDIR_RELEASE)\Source\World\Event cmd /c rd $(OBJDIR_RELEASE)\Source\Maths cmd /c rd $(OBJDIR_RELEASE)\Source\GL cmd /c rd $(OBJDIR_RELEASE)\Source\Item cmd /c rd $(OBJDIR_RELEASE)\Source\States cmd /c rd $(OBJDIR_RELEASE)\Source\Shaders cmd /c rd $(OBJDIR_RELEASE)\Source\Renderer cmd /c rd $(OBJDIR_RELEASE)\Source\Physics cmd /c rd $(OBJDIR_RELEASE)\Source\Player

.PHONY: before_debug after_debug clean_debug before_release after_release clean_release

kiroma commented 7 years ago

Can you try using cmake? Makefile is most likely irrevelant to the issue

IridescentRose commented 7 years ago

Mutex is not supported in 'Thread model: win32' of the Mingw toolchains. You must select any of the toolchains with 'Thread model: posix'.