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2.0 KiB
2.0 KiB
Setting up MushMachine
Game development
First add MM as a git submodule if in git repo:
git submodule add <url>
git submodule update --init --recursive
else just git clone --recursive
add to cmake as subdirectory
include("${CMAKE_CURRENT_LIST_DIR}/external/MushMachine/mm_options_and_defines.cmake")
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")
- using install vcpkg
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
- if using vcpkg
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 toDebug
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 ifMM_HEADLESS
)MM_OPENGL_3_GLES
(disabled ifMM_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)