MushMachine/docs/setup.md

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Setting up MushMachine

Game development

First add MM as a git submodule if in git repo:

git submodule add --init --recursive <url>

else just git clone

add to cmake as subdirectory

add_subdirectory(MushMachine)

The Engine is intended to be linked statically, but you can explore dynamic-linking of course.

Engine development

  • clone repo
  • install dependencies

GNU/LiNUX

  • install dependencies

    • libsdl2
  • navigate to (out of tree) build directory (prefer just "build" in repo-dir)

  • cmake ..

OSX

never tested before. be the first one :) .

Windows

  • install dependencies
    • using install vcpkg
      • install SDL2 (non static)
    • or by hand
      • download libSDL2 and put it somewere, and set the "SDL2" environment variable to that location (set SDL2="path/to/folder")

Visual Studio (GUI)

  • open cmake project with visual studio (vs2019; vs2017 may work)
    • if using vcpkg and vs2017: set vcpkg cmake toolchain (vs2019 does this automaticly)

Visual Studio (MSVC dev cmd)

  • open dev cmd (search start menu)
  • navigate to (out of tree) build directory (prefer just "build" in repo-dir)
    • if using vcpkg
      • cmake .. -DCMAKE_TOOLCHAIN_FILE="<path-to-vcpkg-install>\scripts\buildsystems\vcpkg.cmake" -G Ninja
    • else
      • cmake .. -G Ninja

CLion

TODO (look at cmake in this doc)

Additional Notes

CMake

  • to specify build type on console use -DCMAKE_BUILD_TYPE=<build-type> eg. Release. the engine cmake defaults to Debug if not set.
  • the engine has cmake-level defines that can be set (via cmd eg. -DMM_HEADLESS=ON):
    • MM_HEADLESS (disables sdl2 and opengl usage)
    • MM_NETWORKING (depricated)
    • MM_OPENGL_3 (disabled if MM_HEADLESS)
    • MM_OPENGL_3_GLES (disabled if MM_HEADLESS, MM_OPENGL_3 supplement, makes the openglrenderer use gles3 instead of gl3)

Emscripten

  • version 2.0.1 works
  • version 1.39.18 does not (webgl errors)