In this phase of the integration, you will get your game ready to compile and link with the runtime libraries Autodesk Navigation SDK.
Note that the data generation system has additional requirements for your project, which you will need to set up when you are ready to integrate the data generation API. See Integration Phase 6: Using the NavData Generation API.
You must direct your compiler to look for include files in the following directory:
sdk/include
You must direct your linker to link against the following library:
gwnavruntime
Several different versions of this library are supplied with Autodesk Navigation, to provide support for different target platforms and different build modes. All of these different versions are kept in separate subdirectories within the lib directory.
For now, the important thing is to set the library path for your project so that debug builds of your project link to a Debug build of the gwnavruntime library, and release builds of your project link to a dev or release build of the gwnavruntime library.
When you link against Windows versions of the gwnavruntime library, you must also link against the ws2_32.lib and winmm.lib system libraries.
Any project that links against the Autodesk Navigation libraries must define one of the following pre-processor definitions, which must match the build mode of the libraries that you are using:
If you do not specify the definition that matches the build mode of the libraries you are using, or if you do not specify any of these definitions, you will get an error during compilation.
This removes the possibility of a mismatch between the headers you include in your project and the libraries that you build against, which can cause crashes and unexpected behavior that can be very difficult to debug.