Difference between revisions of "MG/Mac Compiling"
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== Running the game == | == Running the game == | ||
− | Before running make sure you | + | Before running make sure you move glest-dev.ini in to the same directory as the binaries, noting that when built with Xcode they will be in a 'Release' or 'Debug' sub directory of data/glest_game. |
− | + | mv mk/linux/*.ini data/glest_game/ | |
− | mv mk/linux/*.ini | ||
Run it with | Run it with | ||
− | open -F ./ | + | open -F ./data/glest_game/megaglest |
==See Also== | ==See Also== |
Revision as of 12:59, 17 December 2014
This page explains how to compile MegaGlest on a Mac computer.
Prerequisites
- XCode
- CMake
- Various 3rd party build dependencies
- GCC (Optional, but may be needed to achieve stable network compatibility for multiplayer games)
Dependencies
Dependencies can be installed in two ways:
- Retrieve the build dependencies / 3rd party libraries and extract the contents of the archive in your library directory ~/Library/Frameworks
or
In this example I show how to install the packages with MacPorts which will handle the install of dependencies, and there is a lot of them. Full dependency lists are available on Linux Compiling or FreeBSD Compiling if you would like to install them manually.
sudo port install git cmake VLC-devel fribidi ftgl glew wxWidgets-2.8 wxgtk-2.8
Configuring Environment
Once wxwidgets is installed you will need to ensure wx-config is in your path. Add the following fragment to ~/.profile or the configuration file appropriate to your shell.
# Add wx-config to path for cmake export PATH=$PATH:/opt/local/Library/Frameworks/wxWidgets.framework/Versions/wxGTK/2.8/bin/
Once that has been added you will need to source the configuration file again to pick up the new settings
source ~/.profile
Preparing to compile
However you choose to compile you will need to use Git to check out the MegaGlest source code ready for building.
Compiling
This can be done in two ways: Using an XCode project or GNU Make
If you change between methods (and if you want to e extra sure your changes are being made between runs) this command will remove previous run/s ouput.
rm -rf Makefile CMakeCache.txt MegaGlest.xcodeproj/
XCode project
Generate the XCode project (At the moment disabling Map Editor is required for the build to succeed.)
cmake -GXcode -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON
Build everything for Release or Debug (This is case sensitive). Depending on the options chosen above you may need to choose a different option here. EG, doing a debug build without DBUILD_MEGAGLEST_MAP_EDITOR=OFF will fail.
xcodebuild -configuration Release
Generate the installer (This is currently broken!)
cpack -C CPackConfig.cmake
You should have a megaglest-#.dmg file in your current directory. You can install this and play it.
Alternatively you can choose to run directly without installing , see 'Running the game' below.
GNU Make
Generate the Makefile, disabling map editor and turn on binary generation.
cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON
Build using gnumake
gnumake
Running the game
Before running make sure you move glest-dev.ini in to the same directory as the binaries, noting that when built with Xcode they will be in a 'Release' or 'Debug' sub directory of data/glest_game.
mv mk/linux/*.ini data/glest_game/
Run it with
open -F ./data/glest_game/megaglest