Documentation/Articles/Overview of Deployment Tool
From NeoAxis Engine Wiki
| Language: | Status: | Approved |
Contents |
Overview
The Deployment Tool utility is used for the deployment of already accomplished projects. In other words, this utility extracts all the resources of a project into a separate folder. You can also specify the particular resources and libraries you require.
The utility is located in the Game\Bin folder.
General Tab
The following opting are available in the General tab:
Use the Output Directory field to specify the folder to save your project in.
The Deployment type Option is used for specifying the project type. You can choose one of the following types:
- 'Standalone Application'. If this type is chosen, an ordinary project with executable .exe files will be created.
- 'Web Deployment'. This type is used for deploying Web Player projects (those to be run in browser).
The User directory is used for specifying the folder to store project settings and temporary files. If this folder is not specified, temporary files will be stored in the project folder together with the executable files. \Bin\UserSettings\. If the folder is specified, the said files will be stored in the folder of the current user (C:\Documents and Settings\{username}\Application Data\ for Windows XP, C:\Users\{username}\AppData\Local for Vista/7 and /Users/{username}/Library/Application Support/ for Mac OS X )
If you chose the Archive data directory folder, the whole Data folder will be archived into Data.zip file. This is strongly recommended while deploying the project to be run in web browser.
Platforms Tab
The Platforms tab is used for specifying the target platform (i.e. that on which the project will be run).
You can choose any number of platforms from the list. The project can be deployed for the following platforms:
- Windows 32 bit,
- Windows 64 bit,
- Mac OS X.
Components Tab
In the Components tab you can specify the engine components to be included in the project being deployed. Thus, you can chose only those libraries and components you need. We recommend that you tick only those components, those will actually be used.
The table below illustrates, which components can be chosen for each particular platform and deployment type.
| Name | Description | Win x86 | Win x64 | Mac OS X | Browser |
|---|---|---|---|---|---|
| Mono Runtime | The Mono library. | ||||
| Direct3D9 Rendering System | A Direct3D9 based rendering system. | ||||
| Direct3D9: Shaders 1.x Support | |||||
| OpenGL Rendering System | An OpenGL based rendering system. | ||||
| PhysX Physic System | A PhysX based physical subsystem. | ||||
| ODE Physic System | An ODE based physical subsystem. | ||||
| DirectSound System | A DirectSound based sound system. | ||||
| OpenAL Sound System | An OpenAL based sound system. | ||||
| Zip Archive Support | |||||
| Collada Mesh Format | Support of Collada format. | ||||
| Heightmap Terrain | |||||
| Decorative Object Manager | |||||
| Grid Based Path Finding System | |||||
| Dedicated Server | |||||
| Configurator | A utility used for engine adjustment | ||||
| GameCommon.dll | Contains various project classes such as descriptions of material types, network services of the project, engine console class and user GUI classes. | ||||
| GameEnities.dll | Contains description of game classes and the whole game logic. | ||||
| Game.exe | Application entry point, engine initialization, classes for implementing project structure, navigation, game screens and user interaction. |
Files Tab
Here you can specify those libraries and system files which are not registered engine components (such as own components of the user). These will also be exported with the project.
Menu
File Menu
The File menu contains the following options:
| Name | Description |
|---|---|
| New | Create a new Deployment Tool project. |
| Open | Open an existing Deployment Tool project. |
| Save | Save the current setting of the Deployment Tool project. You can also use the Ctrl+S hotkey. |
| Save As... | Chose the folder for saving the current setting of the Deployment Tool project. |
| Exit | Exit the Deployment Tool utility. |
Build Menu
The Build menu contains a single Deploy... option, which starts the project deployment (copies all the required project files into the selected folder).
Help Menu
The Help menu contains the following options:
| Name | Description |
|---|---|
| Overview of the Deployment Tool | Jump to the description of the Deployment Tool, i.e. to this article. |
| Documentation | Jump to the generic page of the documentation. |
| About... | Open the info about this tool. |
Tool Bar
The tool bar contains the following hotkeys:
- New - Creation of a new Deployment Tool project.
- Open – open a Deployment Tool project,
- Save – Save a Deployment Tool project,
- Deploy – Deploy the project.
Tutorial – Deployment a standalone application
In this short tutorial you will learn how to deploy a standalone application.
Compile your project before proceeding to deployment. It is also recommended to recompile shader cache.
Now proceed to deployment. Launch the Deployment Tool utility.
General Tab
First, specify the output directory.
Now, specify the type of the package to be deployed: Standalone Application.
Platform Tab
In the Platform tab chose the platforms for the application use. If you are using the 64-bit Windows platform, do not forget to compile your project in the Any CPU configuration.
The use of certain platforms may affect component configurations.
Components Tab
Chose the components for your deployment, depending on your project's requirements and the resources of the target platform.
You can view the list of components available for particular platforms in this section.
Deployment
Save the current settings using the File -> Save menu.
Now you can proceed to deployment. Press the Deploy button in the Build menu. A confirmation window will appear. Before pressing the Yes button, make sure that the Output directory does not contain any useful files.
Now, a window displaying all the actions being performed will appear. When the deployment is finished, press the Close button.
Congratulations, you have deployed an accomplished package!
Tutorial – Deployment to the web browser
In this short tutorial you will learn how to deploy to be run in browser.
You need to deploy an accomplished package in Web Deployment mode in order to be able to run your application directly from browser.
Compile your project before proceeding to deployment. It is also recommended to recompile shader cache.
Now proceed to deployment. Launch the Deployment Tool utility.
General Tab
First, specify the output directory.
Now, specify the type of the package to be deployed: Web Deployment.
You also have to tick the Archive Data Directory box, so that to reduce package size.
Platform Tab
You can deploy to the web browser only for the 32-bit version of the Windows platform.
Components Tab
The components are to be specified according to the requirements of your project.
Please note that not all engine components can be deployed to the browser version of the PACKAGE. You can view the list of components available for Web Deployment in this section.
Deployment
Save the current settings using the File -> Save menu.
Now you can proceed to deployment. Press the Deploy button in the Build menu. A confirmation window will appear. Before pressing the Yes button, make sure that the Output directory does not contain any files.
Now, a window displaying all the actions being performed will appear. When the deployment is finished, press the Close button.
Congratulations, you have deployed an accomplished package to be run in browser!
You can find the following three files in the assembly folder:
- neoaxis_web_application_win32.zip – a zip-archive containing the project.
- neoaxis_web_application.config – package configuration.
- Test.html – a test web page.














