|Max Reitz 0cfe731f25 json: Kritikel fixes suggested by chici™||3 years ago|
|config||4 years ago|
|include||4 years ago|
|json-enums||4 years ago|
|json-structs||4 years ago|
|shaders||4 years ago|
|software||4 years ago|
|src||3 years ago|
|tools||4 years ago|
|.clang_complete||4 years ago|
|.gitignore||4 years ago|
|.syntastic_cpp_config||4 years ago|
|CMakeLists.txt||4 years ago|
|COPYING||4 years ago|
|README.md||4 years ago|
|toolchain-x86_64-w64-mingw32.cmake||4 years ago|
As long as the To Do list has more entries than you can count on a single hand, probably nothing for you.
Other than that, I only have a general concept myself and you might want to take a look into said To Do list to get a grasp of what this is about.
Having the imagination of an average toaster might suffice to guess what “g1” stands for. It’s boring but I generally take too much time coming up with names, so this has to suffice as a code name for now; the menu screen already references the G, so there is that.
I am running Arch Linux, so I do not tend to make sure everything works with build tools or libraries that are not bleeding edge. Feel free to open an issue if g1 fails to build and you are not using the newest versions of all these components, but I may just dismiss the issue because of that. On the other hand, as long as it is simple to do, I do like to keep compatibility with older versions.
Once you gathered what you need:
$ mkdir build $ cd build $ cmake .. $ make
You need the same prerequisites as above, but your compiler must be MinGW’s GCC (maybe it works with other compilers, too, I have not tested that), the pkg-config has to be tuned to your MinGW installation, and all the libraries must have been built for MinGW. However, Ruby and CMake should be native.
The project includes a toolchain file, and you can use it like so:
$ mkdir build $ cd build $ cmake -DCMAKE_TOOLCHAIN_FILE=../toolchain-x86_64-w64-mingw32.cmake .. $ make
You are very welcome to try. Do not expect it to work, though.
If you want to compile for a system other than your own, you may want to set the
TARGET_ARCHITECTURE variable accordingly, e.g.:
$ cmake -DTARGET_ARCHITECTURE=bdver4 ..
Valid values are whatever your compiler accepts for
not explicitly specified,
native will be used as the default (i.e. whatever
the build system’s architecture is).
Because I consider Linux not to be imbeciles and because they (correctly so) generally would not really like me putting all the shared libraries I used for building into an archive for them to use with g1, there are no pre-built binaries for Linux.
While it is basically your own fault for using Windows, I am a nice guy, so you can find pre-built binaries here: https://xanclic.moe/g1-mingw/
Choose the executable file based on whatever platform you are using. If you are
g1-generic.exe.xz should work everywhere.
https://xanclic.moe/g1-dlls.tar.xz contains all the necessary DLLs for running the executables.
First, you need to download the binary assets. There is a script to do this for you, so you should be using it:
$ cd tools $ ./fetch-assets.rb Fetching content file... Comparing files, fetching if necessary... 1425/1425 100% [==============================================================]
Just for trying it out, you can give a minimum LOD to the script which specifies
the minimal LOD (the lower the LOD, the higher the resolution) to fetch, for
./fetch-assets.rb 4. You may also specify the target directory
../assets), like in
tools/fetch-assets.rb 4 assets.
If you have not used 0 as the minimum LOD make sure to run the g1 binary with
--min-lod value, for instance:
$ tools/fetch-assets.rb 4 assets $ mkdir build $ cd build $ cmake .. $ make $ ./g1 --min-lod=4
Also, you need OpenGL 3.3+ and preferably a card and driver which support bindless textures (hint: Mesa does not). It will work without, too, though.
First, clone this git repository (or fetch a snapshot from
https://github.com/XanClic/g1/archive/master.zip). Then, download the executable
and the DLLs and put them all into the repository root directory. Finally, fetch
the assets either using the Ruby script, as shown above, or from
https://xanclic.moe/assets.tar.xz. Put the
assets directory from that archive
into the repository root directory.
Then, launch g1 from the repository root directory.