Setting Up Your Project

This page details the global changes that you must make to the build settings and configuration of your own project in order for your application to invoke the Beast API.

Includes

You must direct your compiler to look for include files in the include directory within your Beast installation directory.

Your application headers and source code files should therefore be able to include Beast headers as follows:

#include "beastapi/beastmanager.h"

For the most part, the overview topics in this documentation do not specify which header files you must include in your code in order to make use of the various functions in the API. You should consult the API Reference to determine which Beast header file you need to include in your project in order to call each API function.

Libraries

You must direct your linker to link against the following libraries within your Beast installation directory:

Dynamically linked library

When your application invokes the Beast API, it will need access to a DLL file included in the Beast package at the following locations:

You can give your application access to the DLL it needs using any of the following approaches:

Depending on the approach you choose, you may need to adjust the build process for your application to make sure that the correct version of the DLL ends up copied to the appropriate location.

Other Beast executables

Depending on how you use the Beast API, your application may need to invoke other executable files included in the bin directory within the Beast installation directory. In order to permit this, you need to make these executables available to your application using one of the following approaches:

In any case, you may need to adjust the build process for your application to make sure that the correct executables end up copied to the appropriate location.

License

Use of the Beast API is protected by a license key. The validity of hte license key is checked before each rendering job. The license key must be included as a text string argument when a Beast SDK Manager is created using ILBCreateManager(). It may be more practical to store the license key in an environment variable, or external file, to prevent it from being compiled. The Beast SDK samples, Maya plug-in, and UDK integration all look for the license key in the BEAST_LICENSE environment variable.

Additional licensing information can be found in Licensing.