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Update README and add prepare_env scripts.
This commit is contained in:
51
README.md
51
README.md
@ -21,13 +21,13 @@ Library Dependencies
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Plasma currently requires the following third-party libraries:
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Plasma currently requires the following third-party libraries:
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- nVidia PhysX 2.6.4 - http://www.nvidia.com/object/physx_archives.html#SDK
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- nVidia PhysX 2.6.4 - http://www.nvidia.com/object/physx_archives.html#SDK
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- Creative Labs' OpenAL SDK 1.1 - http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip
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- Microsoft DirectX SDK - http://www.microsoft.com/downloads/en/details.aspx?familyid=3021d52b-514e-41d3-ad02-438a3ba730ba
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- Microsoft DirectX SDK - http://www.microsoft.com/downloads/en/details.aspx?familyid=3021d52b-514e-41d3-ad02-438a3ba730ba
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- Python 2.7 - http://www.python.org/download/releases/2.7/
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- Python 2.7 - http://www.python.org/download/releases/2.7/
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- libOgg and libVorbis - http://www.xiph.org/downloads/
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- libOgg and libVorbis - http://www.xiph.org/downloads/
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- OpenSSL - http://www.slproweb.com/products/Win32OpenSSL.html
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- OpenSSL - http://www.slproweb.com/products/Win32OpenSSL.html
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- OpenAL Soft - http://kcat.strangesoft.net/openal.html
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- eXpat - http://expat.sourceforge.net/
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- eXpat - http://expat.sourceforge.net/
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- libJPEG - http://www.ijg.org/
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- libJPEG - http://libjpeg-turbo.virtualgl.org/
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- libPNG - http://www.libpng.org/
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- libPNG - http://www.libpng.org/
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- speex - http://www.speex.org/downloads/
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- speex - http://www.speex.org/downloads/
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- zlib - http://zlib.net/
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- zlib - http://zlib.net/
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@ -41,33 +41,42 @@ The following libraries are optional:
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Reducing the use of proprietary libraries is a focus of development and should be expected to change.
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Reducing the use of proprietary libraries is a focus of development and should be expected to change.
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PhysX, OpenAL, and DirectX SDK will need to be acquired through the above links.
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PhysX and DirectX SDK will need to be acquired through the above links.
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All other required libraries are available as precompiled binaries and associated files in the [development libraries bundle](http://guildofwriters.org/tools/devlibs.zip) or can be built using their individual build instructions.
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All other required libraries are available as precompiled binaries and associated files in the [development libraries bundle](http://guildofwriters.org/tools/devlibs.zip) or can be built using their individual build instructions.
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Compiling Instructions
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Compiling Instructions
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----------------------
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----------------------
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Currently, compilation only targets Windows systems and requires Visual Studio 2010 or Visual Studio 2012 (including Express Editions).
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Currently, compilation only targets Windows systems and requires Visual Studio
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2013 (including Visual Studio 2013 Express for Windows Desktop).
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To compile:
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**Quick-start instructions:**
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1. Start **CMake-GUI**.
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1. Run the `prepare_env.bat` script included in the repository.
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2. Set the *Where is the source code* option to the location where you cloned the repository.
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2. You should now have a *build* folder with a Visual Studio solution file
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3. Set the *Where to build the binaries* option to a subfolder of the aforementioned location called *build*.
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(.sln) inside.
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4. Check the **Grouped** and **Advanced** options.
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3. Open the solution in Visual Studio. You can compile CyanWorlds.com Engine by
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5. Press **Configure**. Select *Visual Studio 10* (or your preferred version of Visual Studio) as the generator.
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pressing *Build -> Build Solution*. This will take some time.
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6. Set the *CMAKE_INSTALL_PREFIX* option under CMAKE to the *cwe-prefix* folder that you extracted from the [development libraries bundle](http://guildofwriters.org/tools/devlibs.zip).
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7. Press **Configure** again.
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8. Set the *OpenAL include and library path* options under OPENAL.
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**To configure manually with CMake and build:**
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- Default Include Path: `C:\Program Files\OpenAL 1.1 SDK\include`
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- Default Library Path: `C:\Program Files\OpenAL 1.1 SDK\lib\win32\OpenAL32.lib`
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1. Start **CMake-GUI**.
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9. Press **Configure** again.
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2. Set the *Where is the source code* option to the location where you cloned
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10. Set the *PHYSX_SDK_PATH* option under PHYSX.
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the repository.
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- Default Path: `C:\Program Files\AGEIA Technologies\AGEIA PhysX SDK\v2.6.4\SDKs`
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3. Set the *Where to build the binaries* option to a subfolder of the
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11. Press **Configure**... For the last time!
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aforementioned location called *build*.
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12. Press **Generate**. You will now have a Visual Studio solution file (.sln) in the folder that you specified to build the binaries in.
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4. Check the **Grouped** and **Advanced** options.
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13. Open the solution in Visual Studio. You can compile CyanWorlds.com Engine by pressing *Build -> Build Solution*. This will take some time.
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5. Press **Configure**. Select *Visual Studio 12* as the generator.
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6. Set the *CMAKE_INSTALL_PREFIX* option under CMAKE to the *cwe-prefix* folder
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that you extracted from the [development libraries
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bundle](http://guildofwriters.org/tools/devlibs.zip).
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7. Press **Configure** again.
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8. Press **Generate**. You will now have a Visual Studio solution file (.sln)
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in the folder that you specified to build the binaries in.
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9. Open the solution in Visual Studio. You can compile CyanWorlds.com Engine by
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pressing *Build -> Build Solution*. This will take some time.
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Running Instructions
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Running Instructions
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@ -9,7 +9,7 @@ endif()
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find_path(PHYSX_SDK_PATH Cooking/Include/NxCooking.h
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find_path(PHYSX_SDK_PATH Cooking/Include/NxCooking.h
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/usr/local/include
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/usr/local/include
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/usr/include
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/usr/include
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PATH_SUFFIXES "PhysX/v2.7.3/SDKs"
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"C:/Program Files/AGEIA Technologies/AGEIA PhysX SDK/v2.6.4/SDKs"
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)
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)
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if(PHYSX_SDK_PATH)
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if(PHYSX_SDK_PATH)
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4
prepare_env.bat
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4
prepare_env.bat
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@ -0,0 +1,4 @@
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@ECHO OFF
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SET wdir=%~dp0
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SET src=%wdir%prepare_env.ps1
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PowerShell.exe -NoProfile -ExecutionPolicy Bypass -Command "& '%src%'";
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36
prepare_env.ps1
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36
prepare_env.ps1
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@ -0,0 +1,36 @@
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$devlibs_url = "http://guildofwriters.org/tools/devlibs.zip"
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if (!(Test-Path -PathType Container build)) {
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Write-Host "Creating build folder... " -noNewLine
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New-Item -ItemType directory build | Out-Null
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Write-Host "OK" -foregroundColor Green
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}
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Set-Location build
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$path = (Get-Location).Path
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if (!(Test-Path -PathType Container devlibs)) {
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Write-Host "Downloading development libraries... " -noNewLine
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## This only works in PS3+ so we'll download the file directly
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# Invoke-WebRequest $devlibs_url -OutFile devlibs.zip
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$client = New-Object System.Net.WebClient
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$client.DownloadFile($devlibs_url, $path + "\devlibs.zip")
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Write-Host "OK" -foregroundColor Green
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Write-Host "Extracting development libraries... " -noNewLine
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New-Item -ItemType directory devlibs | Out-Null
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$shell_app = New-Object -com shell.application
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$zip = $shell_app.namespace($path + "\devlibs.zip")
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$dest = $shell_app.namespace($path + "\devlibs")
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$dest.CopyHere($zip.items(), 0x14)
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Write-Host "OK" -foregroundColor Green
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}
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Write-Host "Running CMake to configure build system... "
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cmake -DCMAKE_INSTALL_PREFIX=devlibs -G "Visual Studio 12" ..
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if ($Host.Name -eq "ConsoleHost") {
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Write-Host ""
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Write-Host "Press any key to continue..."
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$Host.UI.RawUI.ReadKey("NoEcho,IncludeKeyUp") > $null
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}
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