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Compiling
You should read the rest of this page (particularly Compiling) but to get started quickly and easily you can follow this link:
See the Makefile for more information.
Also see Preprocessor.
Forsaken has been at one point or another compiled with:
- mvsc 2007/8/12
- winegcc
- gcc
- mingw
- clang
The makefile supports 32bit and 64bit compiling.
Also check out the forsaken-libs repo which will help you compile all required libraries and setup your environment.
Add compile/runtime safety around array/pointer access even within forsaken memory space (unlike Valgrind).
It's also fast enough to play real games with it fully instrumenting your code...
Checkout http://safecode.cs.illinois.edu for more information.
After compiling, when you run the projectx binary it needs to know where to find your game folder that has all your assets and local configs.
The basic expected layout is:
├── configs - local game configs
├── data - [forsaken-data](https://github.com/ForsakenX/forsaken-data)
├── logs - log folder
├── pilots - pilot config
├── savegame - save game files
├── scripts - lua runtime scripts
├── OpenAL32.dll - only required on win32 systems (or may be in system folders)
├── SDL.dll - only required on win32 systems (or may be in system folders)
You have a few options:
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Use -chdir cli flag (must be last option) to point to your existing forsaken install (or get it here: quick start page).
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Use this folder as your game folder (create above folders) and clone forsaken-data.
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Combine both steps above to create a game folder somewhere else.
Also note that the lua runtime scripts
folder above is part of this repository hence
you may want to symlink this to your game folder if your actively developing it.
Some day we may add a range of proper cli options so you can specify the path to each of the above folders and default user configs to something like ~/.forsakenx and %USERPROFILE% on win32.