rallyunlimited-engine/BUILD.md
2024-02-02 19:46:17 +03:00

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## Build Instructions
### windows/msvc
Install Visual Studio Community Edition 2017 or later and compile `quake3e` project from solution
`code/win32/msvc2017/quake3e.sln`
Copy resulting exe from `code/win32/msvc2017/output` directory
To compile with Vulkan backend - clean solution, right click on `quake3e` project, find `Project Dependencies` and select `renderervk` instead of `renderer`
---
### windows/mingw
All build dependencies (libraries, headers) are bundled-in
Build with either `make ARCH=x86` or `make ARCH=x86_64` commands depending on your target system, then copy resulting binaries from created `build` directory or use command:
`make install DESTDIR=<path_to_game_files>`
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### generic/ubuntu linux/bsd
You may need to run the following commands to install packages (using fresh ubuntu-18.04 installation as example):
* sudo apt install make gcc libcurl4-openssl-dev mesa-common-dev
* sudo apt install libxxf86dga-dev libxrandr-dev libxxf86vm-dev libasound-dev
* sudo apt install libsdl2-dev
Build with: `make`
Copy the resulting binaries from created `build` directory or use command:
`make install DESTDIR=<path_to_game_files>`
---
### Arch Linux
The package `quake3e-git` can either be installed through your favourite AUR helper, or manually using these commands:
Download the snapshot from AUR:
`curl -O https://aur.archlinux.org/cgit/aur.git/snapshot/quake3e-git.tar.gz`
Extract the snapshot:
`tar xfz quake3e-git.tar.gz`
Enter the extracted directory:
`cd quake3e-git`
Build and install `quake3e-git`:
`makepkg -risc`
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### raspberry pi os
Install the build dependencies:
* apt install libsdl2-dev libxxf86dga-dev libcurl4-openssl-dev
Build with: `make`
Copy the resulting binaries from created `build` directory or use command:
`make install DESTDIR=<path_to_game_files>`
---
### macos
* install the official SDL2 framework to /Library/Frameworks
* `brew install molten-vk` or install Vulkan SDK to use MoltenVK library
Build with: `make`
Copy the resulting binaries from created `build` directory
---
Several Makefile options are available for linux/mingw/macos builds:
`BUILD_CLIENT=1` - build unified client/server executable, enabled by default
`BUILD_SERVER=1` - build dedicated server executable, enabled by default
`USE_SDL=0`- use SDL2 backend for video, audio, input subsystems, enabled by default, enforced for macos
`USE_VULKAN=1` - build vulkan modular renderer, enabled by default
`USE_OPENGL=1` - build opengl modular renderer, enabled by default
`USE_OPENGL2=0` - build opengl2 modular renderer, disabled by default
`USE_RENDERER_DLOPEN=1` - do not link single renderer into client binary, compile all enabled renderers as dynamic libraries and allow to switch them on the fly via `\cl_renderer` cvar, enabled by default
`RENDERER_DEFAULT=opengl` - set default value for `\cl_renderer` cvar or use selected renderer for static build for `USE_RENDERER_DLOPEN=0`, valid options are `opengl`, `opengl2`, `vulkan`
`USE_SYSTEM_JPEG=0` - use current system JPEG library, disabled by default
Example:
`make BUILD_SERVER=0 USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan` - which means do not build dedicated binary, build client with single static vulkan renderer