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author | Aki <please@ignore.pl> | 2024-03-29 01:51:56 +0100 |
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committer | Aki <please@ignore.pl> | 2024-03-29 02:01:52 +0100 |
commit | bb9678e410bf759eae67971f2fb2233653be9c54 (patch) | |
tree | 286366eeef6e6813eb31b3ea59ea4d9036a58f12 /README.md | |
parent | 4215f1e372e327703ae0e4619688f1cbbd3ade54 (diff) | |
download | starshatter-bb9678e410bf759eae67971f2fb2233653be9c54.zip starshatter-bb9678e410bf759eae67971f2fb2233653be9c54.tar.gz starshatter-bb9678e410bf759eae67971f2fb2233653be9c54.tar.bz2 |
Updated README file to the current state of the project
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-rw-r--r-- | README.md | 47 |
1 files changed, 0 insertions, 47 deletions
diff --git a/README.md b/README.md deleted file mode 100644 index a451cec..0000000 --- a/README.md +++ /dev/null @@ -1,47 +0,0 @@ -# Starshatter: Open -Starshatter is a space combat simulator. - - -## 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 -See <COPYING> and <NOTICE> files for licensing details. |