Apologies this isn’t really graphics related it’s probably more about project organization I think, but basically as you develop a game you’re also likely to be building the tools which eventually becomes the engine I guess? But when it comes time to distribute the game and to be played is this code just kept around? Do you manually remove it or comment it out? (I doubt this is the case) or is this where things like the preprocessor and using static/dynamic libraries come in handy?
#When you ship a game what happens to the engine and/or tools you’ve created?
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They are either stripped from the build or they just ship along with it
If you just don't include the headers from those parts of the codebase then dead code elimination should strip the rest from the output executable or yeah you can just have that stuff in a separate project that isn't linked against the main game in the deploy build
would this be a manual process or are there things that actually help with that?
Dead code elimination happens automatically
sorry for the late response, but I did some more research and I think it’s a bit more clear now
I realized that the game and engine can’t be separated otherwise the game wouldn’t work
but to my understanding if the engine was a library you’d make the editor as its own executable which uses the engine just like the game would
however since I didn’t do any of this and everything is just in a single executable I believe my option is to use the preprocessor or as you said just don’t include headers