thank you for pointing out CCFileUtil and .PAK files(as example).
Saying "No, you can't" however is not absolutley true.
This is especially not true in the case of Visual Studio:
Yes, every game i've used had an executable, but you know,
some of them contain all the resources.
While other exes, have external data in a separate resource folder.
But Cocos2D-X architecture is of course different and is not using Win32 API.
Besides, i think you're right, a modular approach is more productive while testing and developing.
Anyhow, let's create a data folder with all resources inside as you suggested.
The exe is throwing the error again: "HelloCpp.exe doesn't work anymore".
Note: What i am trying to achieve here is that at the end of the day, similar to Mac OS with XCode where
you'll get an .IPA file to distribute, only on mighty Windows with an .EXE file.
I alredy have a working wrapper for iOS(XCode 4.5), now working on the Windows version(VS2013) one and if all goes well, Android should be next. Also i wouldn't mind to share it when finished, via github.
So how would i load from the data folder we just created now?
Where in CCFileUtil should the "tiny" patch be and look like?
That would be enough for a start, having a "data" folder and an exe,
looks a little bit cleaner.