# Building {#building} ## Preface If you don't plan on modifying the engine, then you can grab binaries from [FTE's website](https://www.fteqw.org) and move the binaries for your platform into the root directory of Nuclide. ## Dependencies ![](application_osx_terminal.png) Nuclide is entirely game-logic oriented, so it only requires a working QuakeC compiler. In our case [FTEQCC](https://www.fteqcc.org/). Which you can also build with: ``` $ make fteqcc ``` The resulting binary `./fteqcc` will then be used to build the game-logic related targets. Besides a working **C** compiler, such as `gcc` or `clang`, the QuakeC compiler shouldn't need any other dependencies. [Click here for a full list of dependencies for the various optional components.](Documentation/Dependencies.md) @note `make help` will always show a list of available targets, including their purpose. ## Keeping Up-To-Date You can issue the following to check for updates of tools/dependencies: ``` $ make update ``` ## Building Game-Logic {#build-game} You can build games by running the following command: ``` $ make game GAME=base ``` Adjust the **GAME** argument to select which game you want to build. The game `base` is the assumed, default target. Usually, the resulting files are `progs.dat`, `csprogs.dat` and (sometimes) `menu.dat`. Those are the libraries dealing with the **Server**, **Client** and **Menu** aspect of the game respectively. They are accompanied by name-matching `.lno` files. These contain extra debugging information helpful to the engine. *They can be stripped from a shipping build of your game.* @note You do not need to rebuild the logic for each and every platform. The results will be identical, since QuakeC is not machine code! ## Building the Engine {#build-engine} Issue the following to build a generic, non-branded version of the engine [FTE](https://www.fteqw.org/): ``` $ make fteqw ``` Which you can then use to run 'Test Game' with `./fteqw +game base`. [For more information on launching games, mods, check out the page on Launching](Documentation/Launching.md). @note Some engine features are only available as a plugin. See the section on plugins for details. ### Building a Branded Build {#build-branded} If you want to build a custom version of the engine, with custom branding and the ability to strip unneeded functionality out of the binary, you can make a copy of `ThirdParty/fteqw/engine/common/config_fteqw.h`, adjust it and save it under your game directory as `engine.h`. When issuing the command: ``` $ make engine GAME=yourgame ``` It will then look for `yourgame/engine.h`, and build a copy of FTEQW against it. The output will normally be something along the lines of `yourgame_x64`. @note The name can be changed by passing **NAME=YourGame** to the `make` program, or by placing a file named `PROJECT` in your game directory with a short name on the first line. ### Building plugins {#build-plugins} You can build plugins for your game by specifying **NATIVE_PLUGINS** as an argument to the `make` command, like so: ``` make plugins GAME=base NATIVE_PLUGINS="ode ffmpeg" ``` However, once you've settled on a set of plugins for your game, you can list the contents of the **NATIVE_PLUGINS** string in a file named `PLUGINS` in your game directory. @note For generic builds of **FTE** you can use the target **fteqw-plugins** instead of **plugins**. You shouldn't specify a **GAME** argument however. ## Building a dedicated server build {#build-dedicated} ![](server.png) If you want a minimal, dedicated server binary for your game that doesn't include all the code related to being a client, you can issue: ``` make dedicated GAME=yourgame ``` And it will, much like a branded build, compile a dedicated binary specific to your game configuration. ## Building the Level Editor {#build-editor} ![](map_edit.png) See [the page dedicated to level editing](@ref radiant) for more information.