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Building Glest for Windows

To build Glest for the first time:

  1. Download Git for Windows (or make sure it is installed), and make sure that git is in the PATH environment variable. To check, open cmd and write git. If you get a not recognized error, then continue with step 1, otherwise skip to step 2. Usually git.exe is located in C:\Program Files\Git\bin after installation. To add it to PATH, right-click on This PC -> Properties -> Advanced system settings -> Advanced tab -> Environment Variables, and under System variables double-click on PATH, and add the path to git as a listing and click OK.
  2. Go to the target directory and clone this repository by running the following command in the command prompt: git clone https://github.com/Glest/glest-source.git (or if you have your own fork, replace the first "Glest" in the URL with your GitHub username).
  3. Make sure Visual Studio 2015 or 2017 is installed, and that Windows 8.1 SDK and Windows Universal CRT SDK are included in the installation. Make sure to have the latest toolset installed for your Visual Studio version. If Visual Studio is installed in a different directory than the default, run the following command before running the script: SET ProgramFiles(x86)=dir where dir should be replaced with the directory containing the Visual Studio installation, usually Program Files (x86). If Windows is 32-bit, omit the (x86) part.
  4. Run setup.bat in /mk/windows.
  5. The built binaries will be found in the corresponding Visual Studio version and platform selected in /mk/windows.
  6. Run and enjoy! :)

Project overview:

  • glest is the executable game binary

  • libglest is a shared static library for Glest's components

  • g3d_viewer is a .g3d model viewer

  • map_editor is a Glest map editor and viewer. Glest maps are stored in the .mgm format.

  • libstreflop is a cross-platform float processing library to ensure rounding is the same across machines (obsolete)

Side-note for developers who want to debug:

To be able to run Glest from within Visual Studio using the debugger, you need to:

  1. Set game as the startup project.
  2. Right-click game -> Properties -> Debugging and change Working Directory to $(SolutionDir)$(TargetName)\ Do this also for g3d_viewer and map_editor.

Configuration in Visual Studio must be left as Release, and it must match the project architecture as otherwise it won't compile. The settings involved are the following:

VS Image

Although the configuration must be set as Release, one can still use debugging options by making the following changes in the project properties.

To manually emulate Debug:

Inline Function Expansion: Disabled
Enable Intrinsic Functions: No
Favor Size Or Speed: Neither
Preprocessor: DEBUG instead of NDEBUG

To manually emulate Release:

Inline Function Expansion: Any Suitable
Enable Intrinsic Functions: Yes
Favor Size Or Speed: Favor fast code
Preprocessor: NDEBUG instead of DEBUG