This pages lists external dependencies that are required to build the ending, and provides instructions on the build process
Required for compiling Windows builds. Can be downloaded from official website.
Required for compiling Mac and iOS builds. Can be downloaded from AppStore.
Additionally, set DEPLOYMENT_TARGET to your currently installed MacOS and iOS SDK versions in:
.idea/cmake.xmlif you are building from CLionbuild_scripts/build_executable.shif you are building using scripts
Installed SDK versions can be checked by running xcodebuild -showsdks
Required for compiling Android builds. Can be downloaded from official website.
- Android SDK and NDK must also be installed
- Set
JAVA_HOMEenvironment variable- Example:
setx JAVA_HOME C:\Program Files\Android\Android Studio\jbr
- Example:
- Set
NDK_ROOTenvironment variable- Example:
setx NDK_ROOT C:\Program Files (x86)\Android\AndroidNDK\android-ndk-r23c
- Example:
Required for building. Comes packaged with CLion or can be downloaded from official website.
- Add CMake bin path to
PATHenvironment variable- Example:
setx PATH %PATH%;C:\Program Files\JetBrains\CLion 2023.3.6\bin\cmake\win\x64\bin
- Example:
Required for compiling Android builds. Comes packaged with CLion or can be downloaded from official website.
- Add Ninja bin path to
PATHenvironment variable- Example:
setx PATH %PATH%;C:\Program Files\JetBrains\CLion 2023.3.6\bin\ninja\win\x64
- Example:
GLEW is required for Windows builds.
- Download GLEW binaries
- Place DLL files to
C:\Windows\System32directory - Add paths to header files and lib directories to
CMAKE_PREFIX_PATH- Example:
setx CMAKE_PREFIX_PATH %CMAKE_PREFIX_PATH%;C:\Workspace\glew-2.1.0-win32\glew-2.1.0\include;C:\Workspace\glew-2.1.0-win32\glew-2.1.0\lib\Release\x64;
- Example:
Required for compiling shaders for all platforms.
-
OSX
- No additional actions needed, library is already provided
-
Windows
- Static lib is already provided, but DLL must be provided as well
- Download a release from DXC GitHub
- Place DLL files to
C:\Windows\System32
First, initialize all git submodules
git submodule update --recursive --remote
After installing all dependencies for required platform, run build_scripts/build_executable.sh script.
This scripts will compile TextureCompressor, ShaderCompiler and RenderEngineLauncher targets and build resources inside build_resources directory
with models, compressed textures and shaders translated for target graphics API.
Executable can be found at:
- Windows -
cmake-build-release-win64/launchers/windows_launcher/Release - Android -
launchers/android_launcher/AndroidStudio/app/build/outputs/apk/release
For Mac/iOS - open XCode project at launchers/apple_launcher/xcode, select Mac or iOS target and press Start
-
Select CMake Profile according to the platform and build configuration:
- Windows
- Debug-Win64
- Release-Win64
- Android
- Debug-Android-ARM64
- RelWithDebInfo-Android-ARM64
- Mac
- Debug-Mac-ARM64
- Release-Mac-ARM64
- iOS
- Debug-iOS
- Release-iOS
- Windows
-
Compile
ShaderCompiler,TextureCompressorandRenderEngineLaunchertargets- Note, that
ShaderCompilerandTextureCompressortargets are not available for iOS and Android, they have to be built with MacOS or Windows profile
- Note, that
-
Run executable
- On Windows - launch executable in
cmake-build-release-win64/launchers/windows_launcher/Release - On Android - open Android Studio project in
launchers/android_launcher/AndroidStudio, attach device and press Start - On Mac - open XCode project in
launcher/apple_launcher/xcode, select Mac or iOS target and press Start
- On Windows - launch executable in
To manually recompile resources, run build_scripts/build_resources.sh script. They will automatically get included into new build when running from CLion, Android Studio or XCode