program Stdt;

{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\framework\v1.1.4322\System.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\framework\v1.1.4322\System.Data.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\framework\v1.1.4322\System.Drawing.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\framework\v1.1.4322\System.Windows.Forms.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\framework\v1.1.4322\System.XML.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\directx for managed code\1.0.2902.0\Microsoft.DirectX.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\directx for managed code\1.0.2902.0\Microsoft.DirectX.Direct3D.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\directx for managed code\1.0.2902.0\Microsoft.DirectX.DirectInput.dll'}
{%DelphiDotNetAssemblyCompiler '$(SystemRoot)\microsoft.net\directx for managed code\1.0.2911.0\Microsoft.DirectX.Direct3DX.dll'}

uses
  WinForm1 in 'WinForm1.pas' {WinForm1.TWinForm1: System.Windows.Forms.Form},
  D3D in 'D3D.pas',
  main in 'main.pas',
  System.Reflection,
  System.Runtime.CompilerServices,
  System.Runtime.InteropServices,
  System.Windows.Forms,
  Objet in 'Objet.pas',
  gameplay in 'gameplay.pas',
  essai_map in 'essai_map.pas',
  MP2 in 'MP2.pas',
  essai_skybox in 'essai_skybox.pas';

{$R *.res}

{$REGION 'Program/Assembly Information'}
//
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
//
[assembly: AssemblyDescription('')]
[assembly: AssemblyConfiguration('')]
[assembly: AssemblyCompany('')]
[assembly: AssemblyProduct('')]
[assembly: AssemblyCopyright('')]
[assembly: AssemblyTrademark('')]
[assembly: AssemblyCulture('')]

// The Delphi compiler controls the AssemblyTitleAttribute via the ExeDescription.
// You can set this in the IDE via the Project Options.
// Manually setting the AssemblyTitle attribute below will override the IDE
// setting.
// [assembly: AssemblyTitle('')]


//
// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version 
//      Build Number
//      Revision
//
// You can specify all the values or you can default the Revision and Build Numbers 
// by using the '*' as shown below:

[assembly: AssemblyVersion('1.0.*')]

//
// In order to sign your assembly you must specify a key to use. Refer to the 
// Microsoft .NET Framework documentation for more information on assembly signing.
//
// Use the attributes below to control which key is used for signing. 
//
// Notes: 
//   (*) If no key is specified, the assembly is not signed.
//   (*) KeyName refers to a key that has been installed in the Crypto Service
//       Provider (CSP) on your machine. KeyFile refers to a file which contains
//       a key.
//   (*) If the KeyFile and the KeyName values are both specified, the 
//       following processing occurs:
//       (1) If the KeyName can be found in the CSP, that key is used.
//       (2) If the KeyName does not exist and the KeyFile does exist, the key 
//           in the KeyFile is installed into the CSP and used.
//   (*) In order to create a KeyFile, you can use the sn.exe (Strong Name) utility.
//       When specifying the KeyFile, the location of the KeyFile should be
//       relative to the project output directory. For example, if your KeyFile is
//       located in the project directory, you would specify the AssemblyKeyFile 
//       attribute as [assembly: AssemblyKeyFile('mykey.snk')], provided your output
//       directory is the project directory (the default).
//   (*) Delay Signing is an advanced option - see the Microsoft .NET Framework
//       documentation for more information on this.
//
[assembly: AssemblyDelaySign(false)]
[assembly: AssemblyKeyFile('')]
[assembly: AssemblyKeyName('')]


//
// Use the attributes below to control the COM visibility of your assembly. By
// default the entire assembly is visible to COM. Setting ComVisible to false
// is the recommended default for your assembly. To then expose a class and interface
// to COM set ComVisible to true on each one. It is also recommended to add a
// Guid attribute.
//

[assembly: ComVisible(False)]
//[assembly: Guid('')]
//[assembly: TypeLibVersion(1, 0)]
{$ENDREGION}

[STAThread]
begin
  TGame.create;
end.
