I would like to have both. However, mainly my goal is to be able to script my game play by editing a .py file without having to recompile my game. Thus, I would like to use the iScript interface to incorporate python interpretation within my game code.
For this you will want the CS `cspython' plugin.
Therefore, I should include all files in the C:\CS\plugins\cscript\cspython dir and will also link to the libs that you had specified.
No, that's not correct. For the CS plugin `cspython', you compile and link together these files from that directory:
For the pure Python `pythmod' (cspace) module, you link together these files from that directory:
In addition to that is there any other header files I should include or source files. Also, I assume that I should build it as a dll. Is this correct?
When building cs_pyth.cpp, you probably need to #define SWIG_GLOBAL. Other than the headers files in CS/plugins/cscript/cspython itself, the compiler will need to know where to find the normal CS headers (of course) and the Python headers.
Also, I'm using MinGW. Could you point me to some instructions or if you would be willing to tell me here so that I could build the plugin and the py file with MinGW. I read the manual but didn't see any instructions.
If you are now using Mingw, then you don't need to do anything special. Just ./configure the project normally and build it with 'jam'. The configure script should detect Python automatically and then Jam should build both modules. You can selectively build those modules with 'jam cspython' and `jam pythmod'.