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Requiring people to link their own (and likely build their own) version of libcurl.lib libeay32.lib ssleay32.lib makes integrating your library a lot harder than it should, why not pre-link these into GameAnalytics.lib to save others the pain?
And if you can't manage this with a .lib, then at least a .dll that has all pre-built would be 2nd best.
Alternatively, allowing your lib to work with the Windows HTTP library (and/or other HTTP lib that is already present in the system on other OSes, or even Steam has a HTTP lib) would reduce the burden of using your library.
Pretty sure a lot of gamedevs use the static runtime libs, and your .lib requires the dynamic one. I know I can build from source to fix that, but again, making this easier would help.
Similarly, you may want a pre-built Debug mode version, since linking the Release mode one doesn't work due to: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '1'. If we can't link your lib in Debug, we're required to build from source anyway, or disable our entire analytics integration in Debug.
I suppose I can use your base JSON API to bypass all of these issues, but that sounds painful in a different way.
libcurl.lib libeay32.lib ssleay32.libmakes integrating your library a lot harder than it should, why not pre-link these intoGameAnalytics.libto save others the pain?.lib, then at least a.dllthat has all pre-built would be 2nd best..librequires the dynamic one. I know I can build from source to fix that, but again, making this easier would help.mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '1'. If we can't link your lib in Debug, we're required to build from source anyway, or disable our entire analytics integration in Debug.