Ezequiel Garcia 02361a37e8 Minor fixes for issues found while cross-building v2 (#2556)
* irrlicht: Fix harmless typo when setting CMAKE_CXX_FLAGS

The CMAKE_CXX_FLAGS set should be based on previously set
CMAKE_CXX_FLAGS (instead of C flags). This is currently
harmless because CMAKE_CXX_FLAGS is not previously set.

Signed-off-by: Ezequiel Garcia <ezequiel@vanguardiasur.com.ar>

* irrlicht: Get rid of unprefixed cflags

Cross-building requires proper include paths. This commit
removes the unprefixed -I/usr/X11R6/include in irrlicht cflags,
replacing it with a proper CMake module.

Signed-off-by: Ezequiel Garcia <ezequiel@vanguardiasur.com.ar>

* irrlicht: Fix boolean return type for jpeglib's callback

Building on certain toolchains can fail due to returning an integer
instead of TRUE. In any case, only {TRUE,FALSE} should be used
as 'boolean' jpeglib type. Fix this by returning TRUE.

  CImageLoaderJPG.cpp: In static member function 'static boolean
  irr::video::CImageLoaderJPG::fill_input_buffer(j_decompress_ptr)':
  CImageLoaderJPG.cpp:69:9: error: invalid conversion from 'int' to 'boolean'
  [-fpermissive]

Signed-off-by: Romain Naour <romain.naour@smile.fr>
Signed-off-by: Ezequiel Garcia <ezequiel@vanguardiasur.com.ar>
2016-07-03 21:07:53 -04:00
2016-06-24 08:59:39 +08:00
2015-10-15 11:22:47 +11:00
2016-06-30 09:21:59 +10:00
2009-02-25 23:08:07 +00:00
2016-06-06 19:55:59 -04:00
2016-06-24 08:59:39 +08:00
2016-06-28 18:27:15 -04:00
2016-06-28 19:02:03 -04:00
2015-03-24 21:17:25 +11:00

SuperTuxKart

Build Status

SuperTuxKart is a free kart racing game. It focuses on fun and not on realistic kart physics. Instructions can be found on the in-game help page.

The SuperTuxKart homepage can be found at: https://supertuxkart.net/

The official SuperTuxKart forum is at http://forum.freegamedev.net/viewforum.php?f=16. If you need support, this would be the best place to start.

Hope you enjoy the game.

-- The SuperTuxKart development team.

Hardware Requirements

  • You need a 3D graphics card. (NVIDIA GeForce 8xxx and higher, ATI Radeon HD 4xxx and higher or Intel HD 3000 and higher.)
  • You should have a CPU that's running at 1GHz or better.
  • You'll need at least 512 MB of free VRAM (video memory).
  • Disk space: 400MB
  • Ideally, you want a joystick with at least 6 buttons.

Compiling SuperTuxKart

Windows

  1. Install VS 2013 (or later). The free express versions work fine.
  2. Download and install a source package - either a released package or from our git/svn repositories.
  3. Download the latest dependency package from here. Unzip it in the root directory, so that the dependencies directory is next to the src and data directories (if you are updating from a previous dependency package, you can delete the .dll files in the root directory, they are not needed anymore).
  4. Download cmake and install it. Then start cmake-gui and select the STK root directory as 'Where is the source code', and a new directory in the root directory (next to src, data etc) as the build directory (for now I assume that this directory is called bld).
  5. Click on configure. You will be asked to create the directory (yes), then for your VS version. Make sure you select the right version (be aware of the easy to confuse version numbers: VS 2013 = version 12). Click on configure, then generate. This will create the directory 'bld', and a VS solution in that directory.
  6. In Visual Studio open the project file generated in the 'bld' folder.
  7. Right click on the supertuxkart project in the solution explorer, and select "Set as StartUp Project".
  8. Select Build->Build Solution (or press F7) to compile.

See https://supertuxkart.net/How_to_build_the_Windows_version for more information.

Compilation with cygwin is not officially supported, but this has been done (check with the forum for details).

Mac OS X

The latest information about compilation on Mac are at our site: https://supertuxkart.net/Building_and_packaging_on_OSX

UNIX

See INSTALL.md for details.

License

This software is released under the GNU General Public License (GPL) which can be found in the file COPYING in the same directory as this file. Information about the licenses for artwork are contained in data/licenses.

3D coordinates

A reminder for those looking at the code and 3d models:

STK : X right, Y up, Z forwards

Blender: X right, Y forwards, Z up

The exporters perform the needed transform, so in Blender you just work with XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).

Description
My STK mod, still WIP.
Readme 433 MiB
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