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High performance interpreter for GameMaker: Studio projects (dead).

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Attention: Work is taking place on the wiki, the information here is mostly outdated. The build is no longer being maintained as it's undertaking a rewrite.

Acolyte

Acolyte is an open source alternative runtime and compiler for projects written in GameMaker: Studio. Games are compiled by first converting them into compliant C++ code and then optionally piping them into a compiler of choice to produce object files. These object files can then be linked directly with swappable runtime components which provide systems like graphics, audio and physics.

This is equivalent to the process undertaken by the proprietary YoYo Compiler.

Getting Started

Build System

Acolyte uses CMake as its provider for build system tools. This requires some initial setup, but offers many advantages over traditional GNU makefiles (such as the ability to automatically generate IDE project files and compile outside MinGW on Windows).

  1. Download and install CMake from the CMake downloads page or from your systems package manager (sudo apt-get install cmake on Debian, pacman -Sy cmake on ArchLinux or even brew install cmake on OSX using Homebrew).
  2. Open your system terminal and ensure that CMake is on path and that it is at least version 1.8. You can use cmake --version to test this.
  3. Decide which build provider you would like to use for the next step. You can either leave this as default (Visual Studio on Windows, Makefiles on Linux/OSX) or pick one of Unix Makefiles, Ninja, Xcode or CodeBlocks - Unix Makefiles. See cmake --help for more information and additional generators.
  4. Navigate to the top-level directory of this repository in your terminal. Run cmake . or cmake . -G"Unix Makefiles", optionally replacing Unix Makefiles with another generator picked above.

You can now use the build system of your choice to build Acolyte. If you chose to generate makefiles this means that you can use make to build. If you used Visual Studio (default on Windows) or Xcode, you can open the project file generated in the top level directory and use the regular build system for that particular IDE. Binaries can generally be found in the build/ directory.

If you need to change which generator you would like to use, you should delete CMakeCache.txt from the top-level directory and run one of the commands above with your new desired generator. If you plan to swap generators frequently you may decide to build outside the source tree using a command such as cmake ../path/to/source.

Layout

Acolyte is split into seperate packages. These can be found in the packages/ directory of the source tree. Each package is compiled into a different static library or binary. See packages/README.md for more information.

Testing

Build Status

Unit Tests

This is under construction.

Bug Reports

Use the GitHub issue tracker to file bug reports.

Contributing

IRC

Our IRC channel is #acolyte on irc.freenode.net.

Style Guidelines

Style standards are adopted from the Google C++ Style Guide. Use common sense when editing source files to make sure that formatting is consistent. Avoid using pointers directly, don't use exceptions, allocate on the stack when possible and be aware that templates or verbose code are preferred over using preprocessor macros.

Pull Requests

Pull requests are accepted if they meet quality guidelines. To find out where you can help out, you should first express interest on IRC.

License

Acolyte is licensed under a BSD3-style license. A summary of the license is as follows;

  • Don't remove the license text from the source code.
  • Include the license text when distributing binaries of Acolyte.
  • Don't use Acolyte Strike Force or the names of any of it's members when advertising your products.

See LICENSE for more information.

Third party libraries and dependencies are licensed independently.

Troubleshooting & Links

You may also be interested in ENIGMA.

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