261 lines
11 KiB
Markdown
261 lines
11 KiB
Markdown
## Building from source
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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):
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```bash
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git clone https://github.com/supertuxkart/stk-code stk-code
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svn co https://svn.code.sf.net/p/supertuxkart/code/stk-assets stk-assets
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```
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## Building SuperTuxKart on Linux
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### Dependencies
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To build SuperTuxKart from source, you'll need to install the following packages:
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* OpenGL (mesa)
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* OpenAL (recommended: openal-soft-devel)
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* Ogg (libogg-dev)
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* Vorbis (libvorbis-dev)
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* Freetype (libfreetype6-dev)
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* libcurl (libcurl-devel)
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* libbluetooth (bluez-devel)
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* libnettle (nettle-dev)
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* libpng (libpng-devel)
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* zlib (zlib-devel)
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* jpeg (libjpeg-turbo-devel)
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Ubuntu command:
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```bash
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sudo apt-get install build-essential cmake libbluetooth-dev \
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libcurl4-openssl-dev libenet-dev libfreetype6-dev libfribidi-dev \
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libgl1-mesa-dev libglew-dev libjpeg-dev libogg-dev libopenal-dev libpng-dev \
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libssl-dev libvorbis-dev libxrandr-dev libx11-dev nettle-dev pkg-config zlib1g-dev
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```
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Fedora command:
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```bash
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sudo dnf install @development-tools cmake bluez-libs-devel \
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openssl-devel libcurl-devel freetype-devel fribidi-devel mesa-libGL-devel \
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libjpeg-turbo-devel libogg-devel openal-soft-devel libpng-devel \
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libvorbis-devel libXrandr-devel libGLEW nettle-devel pkgconf zlib-devel
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```
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### In-game recorder
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To build the in-game recorder for STK, you have to install
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libopenglrecorder from your distribution, or compile it yourself from [here](https://github.com/Benau/libopenglrecorder).
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Compilation instruction is explained there. If you don't need this feature, pass `-DBUILD_RECORDER=off` to cmake.
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### Compiling
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To compile SuperTuxKart, run the following commands inside `stk-code` directory
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```bash
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# go into the stk-code directory
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cd stk-code
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# create and enter the cmake_build directory
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mkdir cmake_build
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cd cmake_build
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# run cmake to generate the makefile
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cmake ..
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# compile
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make -j4
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```
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STK can then be run from the build directory with `bin/supertuxkart`
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#### Keeping your build up to date
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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:
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```bash
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git pull
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cd cmake_build
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cmake ..
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make -j4
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```
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##### Build Speed Optimization
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"-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.
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### Further options
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To create a debug version of STK, run:
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```bash
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cmake .. -DCMAKE_BUILD_TYPE=Debug
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```
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You can install your build system-wide:
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```bash
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sudo make install
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```
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The default install location is `/usr/local`, i.e. the data files will
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be written to `/usr/local/share/games/supertuxkart`, the executable
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will be copied to `/usr/local/bin`. To change the default installation
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location, specify `CMAKE_INSTALL_PREFIX` when running cmake, e.g.:
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`cmake .. -DCMAKE_INSTALL_PREFIX=/opt/stk`
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## Building SuperTuxKart on Windows
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To Build SuperTuxKart on Windows, follow these instructions:
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1. Download and install Visual Studio from here: [Visual Studio - Download](https://www.visualstudio.com/downloads/). The free Visual Studio Community edition works fine. Remember to select "Desktop development with C++" in the installer.
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2a. If you want the stable version, download the SuperTuxKart source package from the latest stable version [SuperTuxKart download area - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart/) and unpack it.
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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](https://supertuxkart.net/Source_control).
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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](https://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](https://supertuxkart.net/Source_control).
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*Note: Both `stk-code` and `stk-assets` **must** be in the same directory, otherwise the build will likely fail!*
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3a. If you got the stable version, download the Windows dependencies package from [SuperTuxKart download area: Dependencies - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart%20Dependencies/Windows/) and unpack it.
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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.
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4. Download CMake from here: [CMake - download page](https://cmake.org/download/), 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.
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5. 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.
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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.
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6. Navigate to your build directory and open the `SuperTuxKart.sln` file; Visual Studio will now load the solution.
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7. In the 'Solution Explorer', right click on the `supertuxkart` project and select "Set as StartUp project".
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8. Open the 'Build' menu and select 'Build Solution'; or, press the default keyboard shortcut: `CTRL + SHIFT + B` to build the solution.
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*Note: To avoid confusion between releases and versions, refer to this table:*
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Visual Studio Release | Version
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----------------------|------------
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Visual Studio 2017| 15
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Visual Studio 2015| 14
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Visual Studio 2013| 13
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## Building SuperTuxKart on Windows (from PowerShell/Command line)
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1. Download and install Visual Studio from here: [Visual Studio - Download](https://www.visualstudio.com/downloads/), the free Visual Studio Community edition works fine.
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2. Download a source package from either [SuperTuxKart 0.9.2 download area - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart/0.9.2) or [SuperTuxKart.net - Source Control](https://supertuxkart.net/Source_control)
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NOTE: the `stk-code` and `stk-assets` directories **must** be in the same directory
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3. Download the Windows dependencies package from either [SuperTuxKart download area - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart%20Dependencies/Windows/)
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or [SuperTuxKart on GitHub - Dependencies](https://github.com/supertuxkart/dependencies)
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and unpack the archive; once unpacked, copy the `dependencies` directory from either the `windows` or the `windows_64bit` directories into the `stk-code` directory
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4. Download CMake from here: [CMake - download page](https://cmake.org/download/); and install it. Navigate to the `stk-code` directory; and create an directory called "build":
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```cmd
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mkdir build
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cd build
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```
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5. Once inside the build directory; run CMake to start the compilation process:
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```cmd
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cmake ..
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```
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6. Now that CMake finished configuring and creating the necessary files for the build, run the build command in the same directory:
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```cmd
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msbuild.exe SuperTuxKart.sln
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```
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SuperTuxKart can now be run as `bin\Debug\supertuxkart.exe` or `bin\Release\supertuxkart.exe`
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## Building SuperTuxKart on macOS
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### Getting Started
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Install the developer tools, either from the OS X Install DVD or from Apple's website.
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If you have never built anything before, you have create `/usr/local/include/` first:
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```bash
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sudo mkdir -p /usr/local/include/
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```
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Symlink the `include`-folder of OpenGL framework to `/usr/local/include/GL` (Unix programs have an easier time finding it this way):
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```bash
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sudo ln -s /System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/ /usr/local/include/GL
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```
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On OS X 10.9.5, you might need the following workaround:
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```bash
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sudo ln -s `xcrun --show-sdk-path`/usr/include/ /usr/include
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sudo ln -s `xcrun --show-sdk-path`/System/Library/Frameworks/OpenGL.framework/Headers/ /usr/local/include/OpenGL
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```
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The first link is required in order to find libcurl, the second to find opengl.
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### STK 0.10 or later (or latest git)
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Install homebrew (https://brew.sh/)
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Install all of the dependencies using homebrew:
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```bash
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cd /path/to/stk-code
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brew bundle
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```
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Build STK
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```bash
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mkdir cmake_build
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cd cmake_build
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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
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make
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```
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#### (Optional) packaging for distribution
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By default, the executable that is produced is not ready for distribution. Install https://github.com/auriamg/macdylibbundler and run:
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```bash
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dylibbundler -od -b -x ./bin/SuperTuxKart.app/Contents/MacOS/supertuxkart -d ./bin/SuperTuxKart.app/Contents/libs/ -p @executable_path/../libs/
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```
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Afterwards, copy the contents of `stk-assets` into `/SuperTuxKart.app/Contents/Resources/data`.
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### STK 0.9.3 or earlier
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Download pre-built dependencies from [here](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart%20Dependencies/OSX/) and put the frameworks in [hard disk root]/Library/Frameworks
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Building with clang:
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```bash
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cd /path/to/stk-code
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mkdir cmake_build
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cd cmake_build
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cmake ..
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make
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```
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Building with GCC:
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```bash
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cd /path/to/stk-code
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mkdir cmake_build
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cd cmake_build
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cmake .. -DCMAKE_CXX_COMPILER=/usr/bin/g++ -DCMAKE_C_COMPILER=/usr/bin/gcc
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make
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```
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Building on 10.10 with 10.9 compatibility:
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```bash
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cmake .. -DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -DCMAKE_OSX_DEPLOYMENT_TARGET=10.9
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```
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#### Xcode
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Place an additional copy of the dependencies into `Users/<YOUR_USERNAME>/Library/Frameworks`.
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Then cd to your cloned stk-code directory and execute the following commands:
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```bash
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mkdir xcode_build && cd xcode_build
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cmake .. -GXcode
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```
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Use Finder to navigate to your stk-code/xcode_build folder and open the newly generated Xcode project (`SuperTuxKart.xcodeproj`).
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You can then build the project in Xcode using Product -> Build
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Note: Xcode is much less well tested than makefiles, so there may be issues when trying to use Xcode.
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