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INSTALL.md
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INSTALL.md
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# Installation
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# Install
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> **Notice**: For french speakers, a more detailed explanation of the instructions is provided here: [Instructions pour compiler](wiki/(FR)-Compiler-le-moteur).
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## Build
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The first step to using the engine is to recover it. This can currently be done in two ways:
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1) This can be don either from the original github (only the development is continuously evolving):
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```git clone https://github.com/DigitalPulseSoftware/NazaraEngine.git```
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2) Or by downloading a [zip file](https://github.com/DigitalPulseSoftware/NazaraEngine/archive/master.zip) containing the entire source code of the engine.
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First, clone or download the project sources as a .zip
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All you have to do is go to the "build/" folder. The compilation system uses [premake](https://premake.github.io/) to generate build systems.
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Nazara is based on [XMake](https://xmake.io), a new amazing build system which will download and compile all dependencies it won't find on your computer, even [Qt](https://www.qt.io) if you wish to build the shader nodes editor.
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## Windows
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For Windows users, they can directly use ".bat" files such as: "Build_VS2017.bat". It will generate a solution "NazaraEngine.sln" ready to use that you can directly build to produce the libs or execute the samples.
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Once XMake is installed (note that you can also download a [portable version](https://github.com/xmake-io/xmake/releases) of XMake if you wish not to install it), you'll need to run `xmake config --mode=releasedbg` in the project folder (you can also use `--mode=debug` if you wish to build a debug version of the game).
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If you wish to include unit tests or the shader nodes editor, you'll need to add `--tests=y` and `--shadernodes=y` respectively to `xmake config` parameters.
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## Linux
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XMake will try to find all the project dependencies on your computer and ask you to install the missing ones.
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Linux users, can type: "./premake5-linux64 gmake" or with the additional argument "--cc=clang" to configure the C++ compiler used.
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### Compile using command-line (first method)
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Some additional libraries will be required for compilation depending on the modules used:
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Once you're ready to compile the engine itself, run `xmake` (or `xmake -jX` if you wish not to use all your computer threads, with X being the number of threads you wish to use) and watch as the engine compiles.
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#### Audio module (OpenAL and libsndfile)
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### Generate a project (second method)
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- with apt: `sudo apt-get install libopenal-dev libsndfile1-dev`
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- with pacman: `sudo pacman -S openal libsndfile`
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XMake can also generate a project file for another tool:
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- Visual Studio: `xmake project -k vs`
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- CMakeLists.txt (which you can open in CLion and more): `xmake project -k cmake`
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- Makefile: `xmake project -k make`
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- Ninja: `xmake project -k ninja`
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- XCode: `xmake project -k xcode`
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#### Platform module (Freetype):
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- with apt: `sudo apt-get install libfreetype6-dev`
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- with pacman: `sudo pacman -S freetype2`
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#### Utility module (XCB + X11):
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- with apt: `sudo apt-get install libxcb-cursor-dev libxcb-ewmh-dev libxcb-randr0-dev libxcb-icccm4-dev libxcb-keysyms1-dev libx11-dev`
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- with pacman: `sudo pacman -S libxcb libx11`
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#### OpenGL renderer module:
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- with apt: `sudo apt-get install mesa-common-dev libgl1-mesa-dev`
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- with pacman: `sudo pacman -S mesa`
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#### Plugin Assimp:
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- with apt: `sudo apt-get install libassimp-dev`
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- with pacman: `sudo pacman -S assimp`
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#### The one line command to install everything is:
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- with apt: `sudo apt-get install libopenal-dev libsndfile1-dev libfreetype6-dev libxcb-cursor-dev libxcb-ewmh-dev libxcb-randr0-dev libxcb-icccm4-dev libxcb-keysyms1-dev libx11-dev mesa-common-dev libgl1-mesa-dev libassimp-dev`
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- with pacman: `sudo pacman -S openal libsndfile freetype2 libxcb libx11 mesa assimp`
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You should now be able to the project file with the tool of your choice.
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## Test
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One should now be able to execute the samples provided in the folder "NazaraEngine/examples/bin/" or the unit tests within "NazaraEngine/tests/".
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To run the examples, unit tests or tools, you can either run them in the project or by using the command-line:
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`xmake run <exe>` with `<exe>` being the name of the executable you wish to run.
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Available examples names can be found in the `examples` folder (example: `xmake run PhysicsDemo`).
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You can also run unit tests with `xmake run Nazara(Client)UnitTests`.
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## Install
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You can also package the engine in a folder by using `xmake install -o target_folder`, on Unix-based system you can also install it system-wide by running `xmake install`.
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