diff options
author | Aki <please@ignore.pl> | 2022-02-06 14:42:20 +0100 |
---|---|---|
committer | Aki <please@ignore.pl> | 2022-02-06 14:42:20 +0100 |
commit | a8e699792faa14e60ca3a99ac5f2b83491235d1e (patch) | |
tree | 997fb76e9e8805a0a9376a82cb89a5f00abb730f /README.md | |
parent | faeef00bb63623089d706c0c5b411b344d92bd9e (diff) | |
download | starshatter-a8e699792faa14e60ca3a99ac5f2b83491235d1e.zip starshatter-a8e699792faa14e60ca3a99ac5f2b83491235d1e.tar.gz starshatter-a8e699792faa14e60ca3a99ac5f2b83491235d1e.tar.bz2 |
Extended readme file with basic building instructions
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 49 |
1 files changed, 46 insertions, 3 deletions
@@ -1,4 +1,47 @@ -# starshatter-open -Automatically exported from code.google.com/p/starshatter-open +# Starshatter: Open +Starshatter is a space combat simulator. -License is http://opensource.org/licenses/BSD-3-Clause + +## Building +To build Starshatter you need CMake and a C++ compiler. The only supported target platform as of now is Windows and it +must be a 32-bit build. Both MinGW and MSVC are supported. + + +### Windows +#### MSVC +To build Starshatter with MSVC you will need Windows SDK and old stand-alone DirectX SDK. To point CMake to the Windows +SDK use the cache variables `WINDOWSSDK_LIBPATH` and `WINDOWSSDK_PATH`. In addition to these your environment is +expected to have `DXSDK_DIR` variable defined. + +After that follow your regular workflow with CMake. You can use IDE to run everything for you, e.g., Visual Studio and +Qt Creator both support CMake building. You can also use the CMake directly in command prompt or GUI and build it the +project manually. + + +#### MinGW +Make sure that you use 32-bit MinGW compiler - it is usually prefixed with "i686". IDEs also support this approach but +you need to properly configure toolchain/kit that the IDE will use. + + +### Linux +#### MinGW +To build Starshatter on Linux you will need to use MinGW. Just in the previous cases make sure that you use 32-bit +version that is usually prefixed with "i686". Use your host's CMake with `--toolchain` argument to configure the +project. After that follow the regular workflow. + + +## Installation +Installation targets are not fully configured as of now. + + +## Running +Once you build you should be able to run the game assuming that all shared objects (dynamic libraries) can be found +inside by the dynamic linker. If you are trying to run on Linux it means that you use `WINEPATH` to point to the MinGW's +bin directory and to the build directories that contain shared objects. For Windows it usually works right away or you +need to copy the libraries along the executable to one directory. + +To be able to play the game you also need the dat packages containing game resources. + + +## License +The project is licensed under 3-Clause BSD License. |