Title: Jade Engine README Author: Christian Neumüller
JadeEngine (or jd for short) is a game Engine written in C++ for Lua with 2D graphics, audio, virtual file system (ZIP) and TMX (Tiled Map Editor's format) support.
The following libraries are needed:
- SFML in the latest (git) version, available at http://github.com/LaurentGomila/SFML.
- Boost in version 1.53 (later versions may/should also work).
- Lua in the latest version of the 5.2.x branch. You may want to apply the patches listed at http://www.lua.org/bugs.html. Please compile as C (jd was not tested with the C++ build of Lua which throws exceptinons).
- Luabind in a 0.9 version patched by me: https://github.com/Oberon00/luabind
- zlib (tested with version 1.2.7).
- PhysFS (tested with version 2.0.3).
- ssig: My own library for signals (Boost.Signal is too slow).
The only compiler throughoutly tested is MSVC 11, but once upon a time the
source code and CMakeLists.txt
were adjusted to also work with g++ 4.7.2.
The build system used is CMake in a recent 2.8.x version.
Especially on Windows, make sure to set any environment variables neccessary to
let CMake find the librarys are set correctly: SFML_ROOT
, BOOST_ROOT
,
LUA_DIR
, LUABIND_DIR
, PHYSFSDIR
, SSIG_DIR
. zlib does not look at any
environment variables but only the ZLIB_ROOT
CMake variable: See the second
option in the Find*.cmake
subsection for how to set it.
As an alternative to setting the variables you can also install the libraries
to the (CMake) standard locations or add the containing directories to
CMAKE_PREFIX_PATH
.
The CMakeLists.txt
for jd call find_package()
with some libraries where
the corresponding Find*.cmake
is not built in:
FindLua52.cmake
andFindLuabind.cmake
are contained in my Luabind fork linked above.FindSFML.cmake
andFindssig.cmake
are contained in their own libraries.
To make CMake find them you have two options:
- Copy the files to your CMake installation's module directory. This is the
directory where e.g. the
AddFileDependencies.cmake
module is located. It usually lies in<prefix>/share/cmake-2.8/Modules
, where<prefix>
is the installation directory on Windows (usuallyC:\Program Files (x86)\CMake 2.8
) and usually simply/usr
on Linux. - Specify the directories where the files are located
as a semicolon
;
separated list in theCMAKE_MODULE_PATH
CMake cache variable: Add entry, type string in the Windows GUI; or-DCMAKE_MODULE_PATH=<path-list>
on the command line.
What's left to do is a standard CMake build. The following contains nothing special, so if you are familiar with CMake, you can just skip the rest.
Navigate to the Jade root directory (with the jd and base.jd subfolders) in your shell, then execute the following commands.
mkdir build # Name basically arbitrary, but build is already in .gitignore
cd build #
cmake .. # You may need to add the module path modifications here.
make
sudo make install # Optional.
Use the Visual Studio command prompt as your shell and do as in Unix, with the
following modifications: You may need to add -G "Visual Studio 11"
to the
cmake command line. Then use msbuild ALL_BUILD.vcxproj
instead of make
and
msbuild INSTALL.vcxproj
instead of sudo make install
if you want to
install the Jade Engine. As in Unix, you will need administrative rights for
that, but because Windows has no sudo
equivalent, you may need to e.g.
launch a new VS command prompt as administrator.
Jade Engine -- Copyright (c) Christian Neumüller 2012--2013 This file is subject to the terms of the BSD 2-Clause License. See LICENSE.txt or http://opensource.org/licenses/BSD-2-Clause.