You can build the Orx Library using Xcode. Be warned, Xcode is a fickle mistress, so unless you already know and love Xcode, I recommend Codelite, or plain gmake for building Orx.
I assume you have already cloned Orx. If not, follow this guide first: Cloning and building the Orx library on the Mac
When Orx is first cloned, and the setup.sh
script has been run as per that tutorial, you will have a convenient Xcode project ready for you.
Start by loading the Orx project with Xcode. You can find this located at: orx/code/build/mac/xcode
.
Click the Build
option in the Product
menu. This will build the Debug version of the Orx library.
Confirm this has been built by opening Finder and visiting: orx/code/lib/dynamic
. You'll see the liborxd.dylib library file. The d
in the file stands for Debug.
Now compile the Profile version of the Orx Library by clicking the current Scheme of orx > My Mac
, and selecting Edit Scheme
.
Here you can see the Scheme settings. Ensure you are on Run
on the left, and the Info
tab is selected.
Change the Build Configuration
to Profile
, and click Close
. Select the Build
menu again.
The next library will be available in the orx/code/lib/dynamic
folder:
Lastly, make the Release version of the Orx library by clicking the orx > My Mac
Scheme, and Edit Scheme
, then changing the Build Configuration
to Release
Click Build
in the Product
menu.
These are saved to the orx/code/libs/dynamic
folder. Use finder to take a look at the output:
You can see the liborx.dylib
, liborxd.dylib
and the liborxp.dylib
versions.
Well done. You have compiled the Orx library which can now be used in your own game projects.
Now we are ready to make a game project of our own.