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en:orx:tutorials:community:grey:setup_cl [2015/07/16 21:32 (9 years ago)] – [Tutorial 0: Install dev libraries] iarwain | en:tutorials:orx:linux:compiling-orx-linux [2020/10/02 15:45 (4 years ago)] (current) – Removed freeglut iarwain | ||
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- | ==== Tutorial 0: Install dev libraries ==== | + | <WRAP center round tip 60%> |
+ | Marked for removal. Content is being broken up. | ||
+ | </ | ||
- | Those dev libraries are probably missing from your install, you'll need to install them using your favourite package manager (apt, yum, pacman, etc...). Note that the names might change depending on your distro type (those are the deb package names): | ||
- | freeglut3-dev | ||
- | libsndfile1-dev | ||
- | libopenal-dev | ||
- | libxrandr-dev | ||
- | libgl1-mesa-swx11: | ||
- | ==== Tutorial 1: Setup Codelite on Linux ==== | + | ====== Compiling the Orx library for Linux ====== |
- | [//This is ripped from the README and edited slightly for clarity//] | + | |
- | Orx's core is basically platform-independent. All the platform/ | + | This guide assumes that you have [[en: |
- | If you use the non-embedded versions, you'll have to specify which plugins to use. This is more flexible but also requires additional files (the plugins themselves). The embedded version will store everything in Orx's library, meaning you won't be able to choose which plugin to use at runtime, but in exchange, Orx will be more compact and will also run considerably faster. | + | < |
+ | == IMPORTANT | ||
+ | ==[ libsndfile1-dev ] | ||
+ | ==[ libopenal-dev ] | ||
+ | ==[ libxrandr-dev ] | ||
+ | </ | ||
- | From the [[http:// | + | ==== Install development libraries ==== |
- | Everything compiles out-of-the-box for the hardware platforms cited above. | + | |
- | The embedded versions currently use:\\ | + | On linux, these dev libraries are sometimes missing from fresh installs. Or you might have only 64-bit or 32-bit versions of the following libraries. You'll need to add them using your favourite package manager (apt, yum, pacman, rpm etc...). In order to get the 64-bit libraries using something like Ubuntu: |
- | - GLFW-based plugins for display, joystick, keyboard and mouse.\\ | + | |
- | - OpenAL-based plugin for sound.\\ | + | |
- | - Box2D-based plugin for physics.\\ | + | |
- | - homemade plugin for 2D rendering.\\ | + | |
- | ==== Codelite Linux ==== | + | * apt-get install libsndfile1-dev |
+ | * apt-get install libopenal-dev | ||
+ | * apt-get install libxrandr-dev | ||
- | Download file is orx-dev-linux-1.2.tar.bz2 ( orx-dev-linux-* ) | + | And, if you want to distribute your game or application more widely, you might want to consider compiling on 32-bit. For that you'll need to install the 32-bit versions to your linux machine with: |
- | project root directory will be: ~/ | + | * apt-get install libsndfile1-dev:i386 |
+ | * apt-get install libopenal-dev: | ||
+ | * apt-get install libxrandr-dev: | ||
- | ( For those who don't know, ~ refers to the HOME directory of the current user, so in this tutorial, my files will exist at / | + | For other Linux flavours, like Fedora, use the appropriate package manager command. |
- | grab /bin/, /include/ and /lib/ from inside archive ( under <archive>/orx-1.2/dev-linux/ | + | <WRAP center round tip 60%> |
+ | It seems that installing one version of the libraries, means automatically removing the other. You need multi-arch to be able to compile both 32 and 64-bit versions. If you are interested in doing this, go to: [[en: | ||
+ | </WRAP> | ||
- | Please be aware, the files inside the archive are built with an older version of GCC and G++, so they will be incompatible with current releases. (And you are certain to get an error when attempting to link against them in this case.) I am not sure if Iarwain was planning on updating the 1.2 release, if not, you may be required to build all the required files from the SVN yourself. | ||
- | ==Now we will set up our workspace in Codelite== | ||
- | {{http://grey.orx-project.org/tutorial_data/tutorial_1/codelite/1.png}} | + | When you compile all three configurations, |
- | {{http:// | + | * liborx.so |
+ | * liborxd.so | ||
+ | * liborxp.so | ||
- | Apparently this popup will not allow us to use the tilde (~) symbol to represent our home address, so ~/ | + | And you have the three Orx libraries ready for use in your own projects. |
- | + | ||
- | ==Next we add our project files== | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | {{http:// | + | |
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- | Again, we can' | + | |
- | + | ||
- | ==Next we set up our general options== | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | Our project file is stored at ~/ | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | Same goes for release versions... | + | |
- | + | ||
- | ==Compiler options next== | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | The default project will place a ' | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | Release doesn' | + | |
- | + | ||
- | ==Finally, linker steps== | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | {{http:// | + | |
- | + | ||
- | Please be careful to ensure the release version is liborx, not liborxD like the debugging version. | + |