mirror of
https://github.com/MadeOfJelly/MushMachine.git
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69 lines
1.9 KiB
Markdown
69 lines
1.9 KiB
Markdown
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# Setting up MushMachine
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## Game development
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First add MM as a git submodule if in git repo:
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```bash
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git submodule add --init --recursive <url>
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```
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else just git clone
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add to cmake as subdirectory
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```cmake
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add_subdirectory(MushMachine)
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```
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The Engine is intended to be linked statically, but you can explore dynamic-linking of course.
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## Engine development
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* clone repo
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* install dependencies
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### GNU/LiNUX
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* install dependencies
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- libsdl2
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* navigate to (out of tree) build directory (prefer just "build" in repo-dir)
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* `cmake ..`
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### OSX
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never tested before. be the first one :) .
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### Windows
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* install dependencies
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- using install vcpkg
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- install SDL2 (non static)
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- or by hand
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- download libSDL2 and put it somewere, and set the "SDL2" environment variable to that location (set SDL2="path/to/folder")
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#### Visual Studio (GUI)
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* open cmake project with visual studio (vs2019; vs2017 may work)
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- if using vcpkg and vs2017: set vcpkg cmake toolchain (vs2019 does this automaticly)
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#### Visual Studio (MSVC dev cmd)
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* open dev cmd (search start menu)
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* navigate to (out of tree) build directory (prefer just "build" in repo-dir)
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- if using vcpkg
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- `cmake .. -DCMAKE_TOOLCHAIN_FILE="<path-to-vcpkg-install>\scripts\buildsystems\vcpkg.cmake" -G Ninja`
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- else
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- `cmake .. -G Ninja`
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#### CLion
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TODO
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(look at cmake in this doc)
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## Additional Notes
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### CMake
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* to specify build type on console use `-DCMAKE_BUILD_TYPE=<build-type>` eg. `Release`. the engine cmake defaults to `Debug` if not set.
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* the engine has cmake-level defines that can be set (via cmd eg. `-DMM_HEADLESS=ON`):
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- `MM_HEADLESS` (disables sdl2 and opengl usage)
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- `MM_NETWORKING` (depricated)
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- `MM_OPENGL_3` (disabled if `MM_HEADLESS`)
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- `MM_OPENGL_3_GLES` (disabled if `MM_HEADLESS`, `MM_OPENGL_3` supplement, makes the openglrenderer use gles3 instead of gl3)
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### Emscripten
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* version 2.0.1 works
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* version 1.39.18 does not (webgl errors)
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