When you develop a C++ project and you want to use the Chrono API, you need to:
- include the necessary .h headers at compile time,
- link the necessary .lib libraries at link time,
- dynamically link the necessary .dll libraries at run time,
as shown below:

This process can be made almost automatic if you use CMake for building your program, see below.
1) Check prerequisites:
- CMake must be already installed on your computer.
- Chrono must be already installed and built on your computer, as explained here.
2) Create the project directory
- Copy the
template_project
directory to some place and rename it as you like. For example copy fromC:\chrono_source\template_project
toC:\my_project_source
This will be the directory where you put your source code.
3) Edit the CMake script
- In the template directory there is already a CMakeLists.txt script. It will be used by CMake. Optionally you might edit it, see below.
and add the required module:
The same is done for other modules: FEA
, Matlab
, Vehicle
, Cosimulation
, etc.
add_executable(myexe my_example.cpp)
into
add_executable(myexe my_simulator.cpp)
add_executable(myexe my_simulator.cpp my_foo_source.cpp my_bar_source.cpp)
4) Start CMake
- Start the CMake GUI
- Use Browse source... by setting the source directory that you created, ex:
C:\my_project_source
- Use Browse build... by setting a new empty directory for the output project, ex:
C:\my_project_build
5) Configure
- Press the Configure button in CMake
- When prompted to pick a generator, select the same compiler that you used to compile Chrono
- Important: set the
Chrono_DIR
variable. This is the cmake directory that you find in the directory where you built Chrono. In our example it isC:/chrono_build/cmake
- Press the Configure button again

6) Generate the project
- Press the Generate button in CMake. A project will be created in the build directory. In our example you will find it in
C:\my_project_build
7) Compile the project
If you used a VisualStudio generator in CMake,
- Open the solution in VisualStudio editor (in our example double click on
C:\my_project_build\my_project.sln
) - Change from Debug to Release mode, using the drop-down list in the toolbar of VisualStudio
- Use the menu BUILD / Build solution... to compile and link.
If you used a Unix makefile generator in CMake (ex. in Linux), you can open a shell, cd into the build directory and call make:
8) Run your program
By default all binaries (ex. myexe.exe) of your project will go into your build directory, in our example C:\my_project_build\Release\my_project.sln
(or C:\my_project_build\Debug\my_project.sln
if you decided to compile in Debug mode).
- double click on the .exe file and you should see the demo running in an interactive 3D view

Additional information
For Windows users, some notes on copying the Chrono DLL:
- Your executable need to know where to find the needed .dll[s], otherwise it will crash as soon as you try to run it.
- To make things simple, at the end of the default CMakeFile.txt used in this example there is this instruction:
add_DLL_copy_command macro
. This takes care of automatically copying all the needed dlls right after each build. It also copies the Irrlicht.dll into your executable directory, if the Irrlicht module is used.
C:/chrono_build/bin/
, namely /Release
and /Debug
.Currently, the
add_DLL_copy_command
macro will pick the dlls only from the /Release
subdirectory.This is perfectly fine if your project is built in
Release
too, but it will crash if built in Debug
!In fact you should never mix libraries and executables built with different build configurations.
In order to run your applications in
Debug
mode you have to manually copy any dll inside C:/chrono_build/bin/Debug
into your C:/my_project_build/bin/Debug
folder (Irrlicht.dll included).