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GLEW Linker Warning 4217

Hey so I followed alongside your How to Properly Setup C++ Projects video and used this template. I included GLFW and GLEW into the Core project (as much of the core engine is using these libraries), and I linked the two libraries in the Editor and Runtime projects. The result is a working game engine, but the console is spammed with a bunch of link warning 4217. I'm not one to disable warnings, but the project is running smoothly. After some research I've come to the conclusion that since the Core project (a static library) is including the header files of GLEW and GLFW but not the implementations, when the compiler tries to replace all the function calls from GLEW or GLFW in the Core project files, they're using symbol names (such as "__glewAttachShader") instead of their corresponding function names which get replaced in the Editor and Runtime projects. Is there a work-around to this? Or a way to fix these warnings?
Here's an example of a full warning:
LINK : warning LNK4217: symbol '__glewAttachShader' defined in 'glew32s.lib(glew.obj)' is imported by 'Main.obj' in function 'main'

Visual Studio looking for .lib instead of .dll

I changed the kind of my Core to kind "SharedLib" and in my App which is kind "ConsoleApp" I have

includedirs
{
      "Source",

       -- Include Core
      "../Core/Source"
}

links
{
      "Core"
}

I have set my App as the startproject. I run the batch file, open the solution, and press F5.
I get a build error saying LNK1104 cannot open file '\Binaries\windows-x86_64\Debug\Core\Core.lib'
Why is it looking for a .lib file and not a .dll file? Do I need to change something else? The .dll file does exist.

Mac Please!

Hey there! I got sent here from your video "How to Properly Setup C++ Projects." One of the reasons I wanted to check out this template is because I thought it would be cross-platform. Which it is... except for Mac ๐Ÿ˜ข. In the video, you mentioned it wouldn't be hard to do, so if you could do that, that would be awesome! Also, the readme says, "You can duplicate the Linux script and adjust accordingly," but I have no idea how to even start on that, so if you could maybe explain that if you don't want to make it for Mac, that would be helpful.
Thanks!

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