Difference between revisions of "Compiling the source code"
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[http://kids.platinumarts.net/codeblocks.exe] | [http://kids.platinumarts.net/codeblocks.exe] | ||
− | Then go into your | + | Then go into your \src\vcpp folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :) |
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I'm not sure if you'd need any libraries but you probably shouldn't need any. | Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I'm not sure if you'd need any libraries but you probably shouldn't need any. |
Revision as of 20:10, 9 July 2009
This page discusses on how to modify and compile the source code.
Contents
Windows:
Main Method
Click here to download the version of Codeblocks with the mingw compiler: [1]
Then go into your \src\vcpp folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I'm not sure if you'd need any libraries but you probably shouldn't need any.
POSIX systems
You may need to convert some of the text file from dos format. There's a handy program to do it with so you may need to install and use tofrodos
Linux
NOTE The Binaries are compiled for 32 bit systems, so if you're on a 64 bit system, you'll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.
Makefile
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system. Next up, go into src folder. and type 'make', you can add one of the following at the end of the line
- all - compiles the client
- libenet - compiles enet library
- clean - cleans up temporary files
- client - builds enet and integrates it into a client
- install - compiles enet and the client, and compies the client in /bin_unix/
- distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing 'sandbox' into a console.
- distclean - deletes /usr/local/sandbox/
The compile automatically defaults to 'all'
Chances are, you won't have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too. if you receive errors similar "bash: ./configure: /bin/sh^M: bad interpreter" you'll need to use 'fromdos' to convert them to unix friendly files.
Debug
If you're interested in compiling a version with debugging symbols, just follow the instructions.
- first, open the Makefile with a text editor,
- next, you'll need to add '-ggdb3' somewhere in the 'CXXOPTFLAGS' list. It's normally recommended to clear everything else out of there. you're not meant to optimise and debug simultaneously.
- thirdly, scroll down to near the end, and remove all the lines with 'strip' in them
- finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.
Debug under Linux
Compile the debug version with: make install -f Makefile.debug Than start gdb and type this:
file bin/debug_client run -r -t
when it crash than type bt
MAC OSX
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download Xcode from the apple website: http://developer.apple.com/technology/xcode.html
Download SDL: http://www.libsdl.org/release/SDL-1.2.13.dmg Copy the SDL.framework folder to /Library/Frameworks
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.6.dmg Copy the SDL_image.framework folder to /Library/Frameworks
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg Copy the SDL_mixer.framework folder to /Library/Frameworks
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj
Xcode will open the project. Change the Active Build Configuration from Debug to Release. Click on build - the Binary should compile without any errors.
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/
Rename the PASX.X.Xmultiplatform folder to sandbox and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed sandbox folder.
FreeBSD
Unwritten