GAE/Linux Compiling

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Revision as of 07:33, 9 September 2010 by Ultifd (talk)
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  • Getting the source:
$ svn co https://glestae.svn.sourceforge.net/svnroot/glestae/trunk glestae_svn

This creates a new folder in the current directory named glestae_svn with all the sources and data. The rest of the article assumes you're in this folder.

  • Get the dependencies:
    • CMake 2.6 or later
    • SDL 1.2.5 or later
    • OpenAL
    • Vorbis
    • Lua 5.1
    • PhysicsFS (physfs) 2.0 or later
    • wxWidgets 2.8 or later, optional, needed by tools
    • CppUnit?, optional, needed for testsuite
  • Build:
    $ mkdir build
$ cd build
$ cmake ..
$ make

Set configdir or datadir with '-DGAE_CONFIG_DIR=path -DGAE_DATA_DIR=path' as argument for cmake. To enable physfs set '-DGAE_USE_PHYSFS=ON'. You can edit these values more easily when using a gui like ccmake (ncurses) or cmake-gui (Qt).

For streamlinig this add the following bash function to ~/.bashrc:

function cmakeglest {
        srcfolder=$PWD
        buildfolder='build'

        mkdir -p ${buildfolder}
        cd ${buildfolder}
        # saves configs/logs at working dir
        cmake -DGAE_CONFIG_DIR=./ -DGAE_DATA_DIR=${srcfolder}/data/game/ -DGAE_USE_PHYSFS=ON ${srcfolder} &&
        nice make -j2
        cd ${srcfolder}
        
        return 0
}

now you need only this command at the toplevel directory:

$ cmakeglest

run glestae then with:

$ ./build/source/game/glestadv

It is also possible to generate Eclipse andCodeBlocks? projects and start compiling from there. Just use the appropriate generator. Out-of-source builds have some problems in Eclipse, see: http://www.itk.org/Wiki/Eclipse_CDT4_Generator#Out-Of-Source_Builds