MushMachine/docs/setup.md

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# Setting up MushMachine
## Game development
First add MM as a git submodule if in git repo:
```bash
git submodule add --init --recursive <url>
```
else just git clone
add to cmake as subdirectory
```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")
#### 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)