1 | NOTE: NewOpenGLGame uses a 32-bit build, whule VulkanGame uses a 64-bit build.
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2 | Because of this, it's necessary to switch the glfw3 lib files when switching projects.
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3 | TODO: Make NewOpenGLGame work with a 64-bit build
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4 |
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5 | Installation Instructions for Linux
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6 | ---------------------------------------
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7 |
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8 | sudo apt-get install xorg-dev libglew-dev libglm-dev
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9 |
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10 | make newgame && ./newgame
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11 |
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12 | (Old Linux instructions for compiling game.cpp)
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13 | -sudo apt-get install cmake xorg-dev libglew-dev libglu1-mesa-dev freeglut3-dev mesa-common-dev
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14 |
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15 | -Compile GLFW3 from source
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16 | (cmake . && make && sudo make install)
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17 |
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18 | Installation Instructions for OSX
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19 | ---------------------------------------
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20 |
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21 | brew install glew
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22 | brew install glfw --without-shared-library
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23 | brew install glm
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24 |
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25 | This should place all necessary files (or possibly symlinks to them) in
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26 | /usr/loca/include and /usr/local/lib.
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27 |
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28 | Run 'xcode-select --install'
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29 | This should make g++ check for libraries in /usr/local/
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30 |
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31 | If the above command gives you the following error, you should be able to move on and compile the game.
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32 | "xcode-select: error: command line tools are already installed, use "Software Update" to install updates"
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33 |
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34 | make newgame && ./newgame
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35 |
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36 | Installation Instructions for Windows
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37 | ---------------------------------------
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38 |
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39 | Download the pre=compiled 32bit binaries of GLFW and GLEW. Create lib/ and
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40 | include/ folders in the root opengl-game directory you cloned.
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41 | Copy the include/GL/ and include/GLFW/ folders into your include/ folder.
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42 |
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43 | For GLEW, copy lib/RELEASE/Win32/glew32s.lib into your lib folder.
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44 | For GLFW, copy lib-vc2015/glfw3.lib into your lib folder.
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45 |
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46 | Download GLM and copy the glm folder (the one with all the .hpp files) into the include/ folder you made above.
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47 | GLM is a header-only library, so there is nothing to copy into the lib/ folder.
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48 |
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49 | Open and run NewOpenGLGame.sln in Visual Studio 2017 and run it.
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50 |
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51 |
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52 | --------------------
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53 | VULKAN INSTRUCTIOS
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54 | --------------------
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55 |
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56 | Windows
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57 | --------
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58 |
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59 | Create an include directory inside the opengl-game folder
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60 |
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61 | Download GLM and copy the glm folder into your include directory
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62 |
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63 | Download the 64bit pre-compiledbinaries of GLFW3
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64 | - Copy lib-vc2019/glfw3.lib into your lib directory
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65 | - Copy the whole include/GLFW directory into your include directory
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66 |
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67 | Download the SDL2 pre-built Windows binaries
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68 | - Copy the SDL2 include folder into /include and rename it SDL2
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69 | - Copy the contents of lib/x64 to lib
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70 |
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71 | Download the SDL2_image Visual C++ development libraries from https://www.libsdl.org/projects/SDL_image/
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72 | Download the SDL2_ttf Visual C++ development libraries from https://www.libsdl.org/projects/SDL_ttf/
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73 | (Might use SDL2_gfx later as well)
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74 |
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75 | Copy the 64-bit static libraries to the lib directory you created above
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76 |
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77 | TODO: Figure out how to do static compilation with SDL2
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78 |
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79 | Since I'm currently using dynamic SDL2 libraries for Windows, some DLLs from sdl2-ttf and sdl2-image
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80 |
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81 | Download the vulkan sdk
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82 | - Add the location of the Include folder to the VS2019 project properties under C/C++ -> General -> Addition Include DIrectories
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83 | - Add the location of the Lib folder to the VS2019 project properties under Linker -> General -> Addition Library DIrectories
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84 |
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85 | Linux:
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86 | --------
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87 |
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88 | Download the vulkan sdk (make sure VULKAN_SDK_PATH in the makefile points to it)
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89 |
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90 | sudo apt-get install libxcb1-dev xorg-dev libsdl2-dev libglm-dev
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91 |
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92 | source setup-env.sh into your current shell
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93 |
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94 | make vulkangame && ./vulkangame
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95 |
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96 | OSX
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97 | --------
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98 |
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99 | Download the vulkan sdk (make sure VULKAN_SDK_PATH in the makefile points to it)
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100 |
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101 | brew install sdl2 sdl2_image sdl2_ttf
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102 |
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103 | make vulkangame && ./vulkangame
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104 |
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105 | REFERENCE
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106 | ----------
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107 |
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108 | UV coords 0 u 1 x, y, z -1 (untransformed z ranges from 0 to 1, glm::perspective seems to make the z range negative)
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109 | 0 -------> ^
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110 | | |
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111 | v | -1 | 0 1
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112 | | <-----|----->
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113 | 1 V /|
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114 | / |
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115 | 1 v
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116 | 1
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117 |
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118 | DEPLOYMENT
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119 | -----------
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120 |
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121 | The deploy folder has an old Inno Setup script for deploying the game on Windows.
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122 |
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123 | I should check out IzPack. Seems to be a cross-platform solution.
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