by Jonathon Fowler, Ken Silverman, and others
- First Release: 9 March 2003
- Email: jf@jonof.id.au
- Website: http://www.jonof.id.au
- Source code: https://github.com/jonof/jfbuild
- Ken's site: http://www.advsys.net/ken
This is the source code for my port of Ken Silverman's Build game engine to make the engine functional on modern hardware and operating systems.
- 32 or 64-bit CPU. These have been tried first-hand:
- Intel x86, x86_64
- PowerPC 32-bit (big-endian)
- ARM 32-bit hard-float, 64-bit
- A modern operating system:
- Linux, BSD, possibly other systems supported by SDL 2.0.
- macOS 10.15+
- Windows Vista, 7, 8/10+
- Optional: 3D acceleration with OpenGL 2.0 or OpenGL ES 2.0 capable hardware.
Before you begin, clone this repository or unpack the source archive.
Now, based on your chosen OS and compiler:
- Install the compiler toolchain and SDL2 development packages, e.g.
- Debian 9:
sudo apt-get install build-essential libsdl2-dev
- FreeBSD 11:
sudo pkg install gmake sdl2 pkgconf
- Debian 9:
- Install GTK+ 3 development packages if you want launch windows and editor file choosers, e.g.
- Debian 9:
sudo apt-get install libgtk-3-dev
- FreeBSD 11:
sudo pkg install gtk3
- Debian 9:
- Open a terminal, change into the kenbuild subdirectory of this cloned repository, and
compile the test game with:
make
orgmake
(BSD) - Assuming that was successful, run the test game with:
./data/game
- Install Xcode from the Mac App Store.
- Open game.xcodeproj from within the JFBuild source code's xcode folder.
- From the Product menu choose Run.
The project will automatically download the SDL2 framework to xcode/frameworks upon first build. If there are problems with this process, you can manually fetch SDL2-2.x.y.dmg from http://libsdl.org/download-2.0.php and copy SDL2.framework found in the .dmg file to xcode/frameworks.
- If needed, install Visual Studio Community 2017 for free from
Microsoft.
Terms and conditions apply. Install at minimum these components:
- VC++ 2015.3 v140 toolset for desktop (x86,x64)
- Windows Universal CRT SDK
- Windows 8.1 SDK
- Open the command-line build prompt. e.g. VS2015 x64 Native Tools Command Prompt or VS2015 x86 Native Tools Command Prompt.
- Change into the kenbuild subfolder of this cloned repository and compile the test
game with:
nmake /f Makefile.msvc
- Assuming that was successful, run the test game with:
data\game
Some engine features may be enabled or disabled at compile time. These can be passed to the MAKE tool, or written to a Makefile.user (Makefile.msvcuser for MSVC) file in the source directory.
These options are available:
RELEASE=1
– build with optimisations for release.RELEASE=0
– build for debugging.USE_POLYMOST=1
– enable the true 3D renderer.USE_POLYMOST=0
– disable the true 3D renderer.USE_OPENGL=1
– enable use of OpenGL 2.x acceleration.USE_OPENGL=3
– enable use of OpenGL 3.x acceleration.USE_OPENGL=USE_GL2
– enable use of OpenGL 2.x acceleration. (Not a valid setting for MSVC.)USE_OPENGL=USE_GL3
– enable use of OpenGL 3.x acceleration. (Not a valid setting for MSVC.)USE_OPENGL=USE_GLES2
– enable use of OpenGL ES 2.0 acceleration. (Not a valid setting for MSVC.)USE_OPENGL=0
– disable use of OpenGL acceleration.WITHOUT_GTK=1
– disable use of GTK+ to provide launch windows and load/save file choosers.
Settings for the KenBuild test game and its editor can be found in these locations depending on your operating system:
- Windows 7, 8/10:
C:\Users\xxx\AppData\Local\KenBuild
- macOS:
/Users/xxx/Library/Application Support/KenBuild
- Linux:
~/.kenbuild
- Ken Silverman for his patience, help, and guidance.
- Ryan Gordon for inspiring me to try and match his port.
- Pär Karlsson for his contributions.
Enjoy!
Jonathon Fowler