diff --git a/README.md b/README.md index a5c53379..746cfa95 100644 --- a/README.md +++ b/README.md @@ -31,6 +31,7 @@ Some of the major features currently implemented are: * Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3") * PNG support + * Web support via Emscripten * Many, many bug fixes The map editor and associated compiling tools are not included. We suggest you @@ -98,6 +99,23 @@ For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64) 4. Copy the resulting ioquake3.app in /build/release-darwin-universal2 to your /Applications/ioquake3 folder. +For Web, building with Emscripten + 1. Follow the installation instructions for the Emscripten SDK including + setting up the environment with emsdk_env. + 2. Copy or symlink your baseq3 directory into this directory so Emscripten + can package your game files. (Alternatively, you can build without this, + and provide the game data files at runtime. For this, game files should + be listed in `ioq3-config.json`) + 3. Run `emmake make debug` (or release, but if you do both then you will + need to pass an extra URL parameter to the HTML file to select the + build you want). + 4. Start a web server serving this directory. `python3 -m http.server` + is an easy default that you may already have installed. + 5. Open `code/web/ioquake3.html` in a web browser. Open the developer + console to see errors and warnings. + 6. Debugging the C code is possible using a Chrome extension. For details + see https://developer.chrome.com/blog/wasm-debugging-2020 + Installation, for *nix 1. Set the COPYDIR variable in the shell to be where you installed Quake 3 to. By default it will be /usr/local/games/quake3 if you haven't set it.