63 lines
3 KiB
Markdown
63 lines
3 KiB
Markdown
# ![FTE Logo](doc/fte.svg) Nuclide - Software Development Kit
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Software Development Kit, built around idTech with focus on advanced features and
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clean-room implementations of true-and-tested game-logic frameworks.
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All of this is written in QuakeC, but there's also some GLSL and shell scripts
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in here.
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You can integrate an engine (FTE) and level design tool (WorldSpawn) directly from this tree. *See the 'Building' section for details.*
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They're the projects actually based on idTech (GPL) code and therefore are in their own repositories.
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**All the code here is ISC-Licensed.**
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The advantage of our centralized model is that the toolchain more or less integrates
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with the engine seamlessly. This avoids a common problem developers have of trying to
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use tools primarily designed for one specific idTech game with a custom
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engine that's trying to do more advanced stuff than the former.
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## Building
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The 'build_engine.sh' script checks out the **FTE Subversion** repository and keeps it up to date,
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while also building binaries that are crucial to running and building the game-logic
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(which is all QuakeC) and putting them into the ./bin directory.
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Launch the engine with the 'nuclide' and 'nuclide-ds' scripts.
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On Windows, please use cygwin for a sensible experience.
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The 'build_editor.sh' script clones the **WorldSpawn** Git repository and installs them into the ./bin directory.
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Use the 'worldspawn' and 'vmap' scripts to launch to ensure consistency.
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The 'build_game.sh' script will build the game-logic for the games included
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using the QuakeC compiler present in the ./bin directory.
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If the compiler isn't found it will ask you to build them.
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For best results, symlink the desired scripts into your home directory's bin folder.
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The scripts are designed to be aware of their actual location in the filesystem.
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## Support
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Join us on irc.vera-visions.com and chat if you're interested in using this in production.
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**All this is provided to you for free as-is otherwise.**
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## Special Thanks
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To id software and specifically John Carmack for having released the sources of
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various idTech games under the GPL2 license, without which we would have no engine for Nuclide.
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David Walton for **FTEQW** and the **FTEQCC** compiler, which is the brain of this SDK.
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Timothee Besset and the **GtkRadiant** contributors.
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![idTech Logo](doc/idtech.svg)
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## License
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Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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Permission to use, copy, modify, and distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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