|Jens Pitkänen 3de9dbb4c2 Update to 2.5.0||1 month ago|
|src||2 months ago|
|vendor/raylib||1 month ago|
|.gitignore||7 months ago|
|README.md||1 month ago|
|linux-build.sh||2 months ago|
|linux-rpi-build.sh||2 months ago|
|osx-build.sh||2 months ago|
|windows-mingw-build.sh||2 months ago|
|windows-msvc-build.bat||2 months ago|
Raylib version: 2.5.0 (tag)
(cloned on 2019-07-24 at
Here are dependency-less build scripts for raylib projects.
The scripts, as mentioned above, do not have dependencies. There’s one
exception to this however, and that is Windows, because Windows
doesn’t have a built-in C compiler. On Windows, you’ll need to install
Visual Studio or the [build tools][vs-tools]. If you
didn’t install them in the default location, write your changes around
line 101 of
First of all, the scripts have a few variables at the very top, which are supposed to be configured for each project separately:
GAME_NAMEvariable is used for the executable name.
SOURCESis a list of .c source files, divided by spaces, which are going to be compiled and linked with raylib to create the final executable. You can use wildcards, so if you have all your .c files in a directory called
src, you can just set
RAYLIB_SRCshould point to the raylib/src directory.
/O1with MSVC) is used for release builds, to save space. Since it’s a good practice to make your games run on the slowest possible systems, only a few games would benefit from additional runtime performance on almost all systems. Other flags:
/LTCGfor MSVC) in release builds,
/Od /Zifor MSVC) in debug builds.
-Wall -Wextra -Wpedantic(
/Wallfor MSVC) are used for warnings.
You might notice that there are two build scripts for Windows. I wrote
the mingw one for cross-compilation on Linux systems, and it should
work out of the box with the correct mingw packages installed. On Arch
Linux, all the dependencies are covered by
mingw-w64-gcc. Note that
this produces 64-bit Windows binaries, unlike the msvc script, which
produces 32-bit ones.
config.h has been changed a bit
from the defaults, mostly to fit my personal assumptions about what
I’d probably never use. Remember to check that it’s all good for you,
and maybe disable some stuff you don’t need as well, trim out the
Linux build dependencies: X11, xcb, GL, GLX, Xext, GLdispatch, Xau, Xdmcp
If I’ve missed packages in the dependencies part, ie. you have the dependencies installed but the build script returns an error / the game doesn’t run, please open an issue. If you’re on a system which does not have the packages listed above and you get it working, please tell me what those are so I can add them to the list :)
The build scripts accept some flags, which can be given either one at
a time (
-d -c -r) or in bunches (
-dcr). Here’s a description of
all of the flags.
-hDescribes all the flags, and a few example commands
-dFaster builds that have debug symbols, and enable warnings
-uRun upx* on the executable after compilation (before -r)
-rRun the executable after compilation
-cRemove the temp/(debug|release) directory, ie. full recompile
-qSuppress this script’s informational prints
-vcl.exe normally prints out a lot of superficial information, as well as the MSVC build environment activation scripts, but these are mostly suppressed by default. If you do want to see everything, use this flag.
* This is mostly here to make building simple “shipping” versions easier, and it’s a very small bit in the build scripts. The option requires that you have upx installed and on your path, of course.
|What the command does||Command|
|Build a release build, on Windows||
|Build a release build, full recompile, on Linux||
|Build a debug build and run, on macOS||
|Build in debug, run, don’t print at all, on Linux with
The build scripts are distributed under the CC0 license, so
it’s in the public domain if possible, but in any case, use it however
you feel like. Raylib and its dependencies (in the
are of course licensed under their respective licenses.