stk-code_catmod/INSTALL.md
2019-02-09 18:52:09 -05:00

11 KiB

Building from source

In order to build SuperTuxKart from source, you'll need both the code and the assets (See https://supertuxkart.net/Source_control for more information):

git clone https://github.com/supertuxkart/stk-code stk-code
svn co https://svn.code.sf.net/p/supertuxkart/code/stk-assets stk-assets

Building SuperTuxKart on Linux

Dependencies

To build SuperTuxKart from source, you'll need to install the following packages:

  • OpenGL (mesa)
  • OpenAL (recommended: openal-soft-devel)
  • Ogg (libogg-dev)
  • Vorbis (libvorbis-dev)
  • Freetype (libfreetype6-dev)
  • libcurl (libcurl-devel)
  • libbluetooth (bluez-devel)
  • libnettle (nettle-dev)
  • libpng (libpng-devel)
  • zlib (zlib-devel)
  • jpeg (libjpeg-turbo-devel)

Ubuntu command:

sudo apt-get install build-essential cmake libbluetooth-dev \
libcurl4-openssl-dev libenet-dev libfreetype6-dev libfribidi-dev \
libgl1-mesa-dev libglew-dev libjpeg-dev libogg-dev libopenal-dev libpng-dev \
libssl-dev libvorbis-dev libxrandr-dev libx11-dev nettle-dev pkg-config zlib1g-dev

Fedora command:

sudo dnf install @development-tools cmake bluez-libs-devel \
openssl-devel libcurl-devel freetype-devel fribidi-devel mesa-libGL-devel \
libjpeg-turbo-devel libogg-devel openal-soft-devel libpng-devel \
libvorbis-devel libXrandr-devel libGLEW nettle-devel pkgconf zlib-devel

In-game recorder

To build the in-game recorder for STK, you have to install libopenglrecorder from your distribution, or compile it yourself from here. Compilation instruction is explained there. If you don't need this feature, pass -DBUILD_RECORDER=off to cmake.

Compiling

To compile SuperTuxKart, run the following commands inside stk-code directory

# go into the stk-code directory
cd stk-code
 
# create and enter the cmake_build directory
mkdir cmake_build
cd cmake_build
 
# run cmake to generate the makefile
cmake ..
 
# compile
make -j4

STK can then be run from the build directory with bin/supertuxkart

Keeping your build up to date

To recompile the latest code without redownloading the entire source, first run the svn up command inside the 'stk-assets' directory, then run the following commands inside the 'stk-code' directory:

git pull
cd cmake_build
cmake ..
make -j4
Build Speed Optimization

"-j4" is an example, for a faster build, use "-jx" instead, where "x" is the amount of CPU threads you have, minus one. "-j$(nproc)" usually works.

Further options

To create a debug version of STK, run:

cmake .. -DCMAKE_BUILD_TYPE=Debug

You can install your build system-wide:

sudo make install

The default install location is /usr/local, i.e. the data files will be written to /usr/local/share/games/supertuxkart, the executable will be copied to /usr/local/bin. To change the default installation location, specify CMAKE_INSTALL_PREFIX when running cmake, e.g.: cmake .. -DCMAKE_INSTALL_PREFIX=/opt/stk

Building SuperTuxKart on Windows

To Build SuperTuxKart on Windows, follow these instructions:

  1. Download and install Visual Studio from here: Visual Studio - Download. The free Visual Studio Community edition works fine. Remember to select "Desktop development with C++" in the installer.

2a. If you want the stable version, download the SuperTuxKart source package from the latest stable version SuperTuxKart download area - SourceForge.net and unpack it. 2b. If you want the development version, you will need a Git client and a SVN client. More information can be found here: SuperTuxKart.net - Source Control. Open your file browser and find somewhere you want to put the development version of SuperTuxKart. For example in C:\Users<Your Username> as the Git and SVN clients will have write permissions there, and you should create its own directory, for example SuperTuxKart-dev. Enter that directory, and create a directory inside called stk-assets, and enter it. If you installed TortoiseSVN, right-click, select TortoiseSVN -> Checkout... and paste the correspodning URL found in SuperTuxKart.net - Source Control. While it is downloading the game assets, go back to your file browser and one level up. Right-click again somewhere empty and select "Git clone..." and paste the corresponding link found in SuperTuxKart.net - Source Control. Note: Both stk-code and stk-assets must be in the same directory, otherwise the build will likely fail!

3a. If you got the stable version, download the Windows dependencies package from SuperTuxKart download area: Dependencies - SourceForge.net and unpack it. 3b. If you got the development version go to SuperTuxKart-dev in your file browser, right-click somewhere empty, select "Git clone..." and paste https://github.com/supertuxkart/dependencies.git in the URL field; click OK. When finished, copy the dependencies directory from either the windows or the windows_64bit directories into the stk-code directory; rename the latter to dependencies-64bit if you want to compile a 64-bit build.

  1. Download CMake from here: CMake - download page, install it; once CMake is installed, double click on the CMake icon on your desktop, and point it towards your stk-code directory in the 'Where is the source code' field, and point it to a new directory called build or bld inside the stk-code directory.

  2. Press 'Configure'; CMake will ask you if it is OK to create the aforementioned directory, press Yes. CMake will then ask you about your version of Visual Studio.

Confirm your selection; Please look at the table below to avoid confusion between version numbers and releases of Visual Studio; CMake will begin creating the required files for the build in the directory. If you want to do a 64-bit build, select the version of Visual Studio you installed with "Win64" appended.

  1. Navigate to your build directory and open the SuperTuxKart.sln file; Visual Studio will now load the solution.

  2. In the 'Solution Explorer', right click on the supertuxkart project and select "Set as StartUp project".

  3. Open the 'Build' menu and select 'Build Solution'; or, press the default keyboard shortcut: CTRL + SHIFT + B to build the solution.

Note: To avoid confusion between releases and versions, refer to this table:

Visual Studio Release Version
Visual Studio 2017 15
Visual Studio 2015 14
Visual Studio 2013 13

Building SuperTuxKart on Windows (from PowerShell/Command line)

  1. Download and install Visual Studio from here: Visual Studio - Download, the free Visual Studio Community edition works fine.

  2. Download a source package from either SuperTuxKart 0.9.2 download area - SourceForge.net or SuperTuxKart.net - Source Control NOTE: the stk-code and stk-assets directories must be in the same directory

  3. Download the Windows dependencies package from either SuperTuxKart download area - SourceForge.net or SuperTuxKart on GitHub - Dependencies and unpack the archive; once unpacked, copy the dependencies directory from either the windows or the windows_64bit directories into the stk-code directory

  4. Download CMake from here: CMake - download page; and install it. Navigate to the stk-code directory; and create an directory called "build":

mkdir build
cd build
  1. Once inside the build directory; run CMake to start the compilation process:
cmake ..
  1. Now that CMake finished configuring and creating the necessary files for the build, run the build command in the same directory:
msbuild.exe SuperTuxKart.sln 

SuperTuxKart can now be run as bin\Debug\supertuxkart.exe or bin\Release\supertuxkart.exe

Building SuperTuxKart on macOS

Getting Started

Install the developer tools, either from the OS X Install DVD or from Apple's website.

If you have never built anything before, you have create /usr/local/include/ first:

sudo mkdir -p /usr/local/include/

Symlink the include-folder of OpenGL framework to /usr/local/include/GL (Unix programs have an easier time finding it this way):

sudo ln -s /System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/ /usr/local/include/GL

On OS X 10.9.5, you might need the following workaround:

sudo ln -s `xcrun --show-sdk-path`/usr/include/ /usr/include
sudo ln -s `xcrun --show-sdk-path`/System/Library/Frameworks/OpenGL.framework/Headers/ /usr/local/include/OpenGL

The first link is required in order to find libcurl, the second to find opengl.

STK 0.10 or later (or latest git)

Install homebrew (https://brew.sh/) Install all of the dependencies using homebrew:

cd /path/to/stk-code
brew bundle

Build STK

mkdir cmake_build
cd cmake_build
CMAKE_PREFIX_PATH=/usr/local/opt/freetype/:/usr/local/opt/curl/:/usr/local/opt/libogg/:/usr/local/opt/libogg/:/usr/local/opt/libvorbis/:/usr/local/opt/glew/:/usr/local/opt/fribidi/ cmake .. -DFREETYPE_INCLUDE_DIRS=/usr/local/opt/freetype/include/freetype2/ -DUSE_SYSTEM_GLEW=1 -DOPENAL_INCLUDE_DIR=/usr/local/opt/openal-soft/include/ -DOPENAL_LIBRARY=/usr/local/opt/openal-soft/lib/libopenal.dylib -DFREETYPE_LIBRARY=/usr/local/opt/freetype/lib/libfreetype.dylib
make

(Optional) packaging for distribution

By default, the executable that is produced is not ready for distribution. Install https://github.com/auriamg/macdylibbundler and run:

dylibbundler -od -b -x ./bin/SuperTuxKart.app/Contents/MacOS/supertuxkart -d ./bin/SuperTuxKart.app/Contents/libs/ -p @executable_path/../libs/

Afterwards, copy the contents of stk-assets into /SuperTuxKart.app/Contents/Resources/data.

STK 0.9.3 or earlier

Download pre-built dependencies from here and put the frameworks in [hard disk root]/Library/Frameworks

Building with clang:

cd /path/to/stk-code
mkdir cmake_build
cd cmake_build
cmake ..
make

Building with GCC:

cd /path/to/stk-code
mkdir cmake_build
cd cmake_build
cmake .. -DCMAKE_CXX_COMPILER=/usr/bin/g++ -DCMAKE_C_COMPILER=/usr/bin/gcc
make

Building on 10.10 with 10.9 compatibility:

cmake .. -DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk  -DCMAKE_OSX_DEPLOYMENT_TARGET=10.9

Xcode

Place an additional copy of the dependencies into Users/<YOUR_USERNAME>/Library/Frameworks. Then cd to your cloned stk-code directory and execute the following commands:

mkdir xcode_build && cd xcode_build
cmake .. -GXcode

Use Finder to navigate to your stk-code/xcode_build folder and open the newly generated Xcode project (SuperTuxKart.xcodeproj).

You can then build the project in Xcode using Product -> Build

Note: Xcode is much less well tested than makefiles, so there may be issues when trying to use Xcode.