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mundusnine edited this page Jan 15, 2023 · 10 revisions

Git (a versioning system) and a C++ IDE (Visual Studio for Windows, Code::Blocks or CLion for Linux, XCode for OSX) should be installed to use Kinc.

To get started, git clone a Kinc project and then call the get_dlc-script which will only download the git-submodules your system needs (have a look at the Kinc/Tools-directory to see what that means):

git clone https://github.com/Kinc-Samples/Shader-Kinc.git
./Shader-Kinc/get_dlc

Building a Kinc project works in two steps: First the integrated build system kmake is called - cd to your project directory and execute "Kinc/make". This creates an IDE project in the build subdirectory. Open it up and run the project in your IDE. At that point you can work in your IDE like usual. However when you add additional source files you eventually need to modify kfile.js, which defines which files are added to a project by kmake.

Kinc/make has several options. If used without options, it will generate a default project for the platform's default IDE and graphics API.

To get an overview of options, use the --help option.

Relevant for Windows users are:

  • The Visual Studio version -v --visualstudio which can be vs2010, vs2012, vs2013, vs2015, vs2017, vs2019 or vs2022 (default)
  • The graphics API -g --graphics, either be direct3d9, direct3d11, direct3d12 (default), opengl, vulkan

So to create a solution for VS 2013 with OpenGL, you can use

Kinc/make -g opengl -v vs2013
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