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1 year ago | |
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src | 1 year ago | |
vendor/raylib | 1 year ago | |
.gitignore | 2 years ago | |
README.md | 1 year ago | |
linux-build.sh | 1 year ago | |
linux-rpi-build.sh | 1 year ago | |
osx-build.sh | 1 year ago | |
windows-mingw-build.sh | 1 year ago | |
windows-msvc-build.bat | 1 year ago |
Raylib version: 2.5.0 (tag)
(cloned on 2019-07-24 at a9f33c9a89
)
Here are dependency-less build scripts for raylib projects.
Note: if this seems a bit naive, it is. I haven't gotten around to it, but I have plans to transform this to just a few Makefiles, one for nmake and one for the standard-conforming makes, based on the Raylib Makefile. That said, these scripts are usable, just perhaps not the most standard-conforming and even the best way to compile the small binaries. (That's more about not building a static library to link with, but just compiling the library into the object files and compiling those into the program, than using shell scripts over Makefiles.)
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 windows-build.bat
.
First of all, the scripts have a few variables at the very top, which are supposed to be configured for each project separately:
GAME_NAME
variable is used for the executable name.SOURCES
is 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 SOURCES
to
src/*.c
.RAYLIB_SRC
should point to the raylib/src directory.-Os
(/O1
with 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:
-flto
(/GL
and /LTCG
for MSVC) in release builds, -O0 -g
(/Od /Zi
for MSVC) in debug builds.-Wall -Wextra -Wpedantic
(/Wall
for 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.
The raylib 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
unneeded parts!
Linux build dependencies: X11, xcb, GL, GLX, Xext, GLdispatch, Xau, Xdmcp
Provided by:
libx11
, libxcb
, mesa
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.
-h
Describes all the flags, and a few example commands-d
Faster builds that have debug symbols, and enable warnings-u
Run upx* on the executable after compilation (before -r)-r
Run the executable after compilation-c
Remove the temp/(debug|release) directory, ie. full recompile-q
Suppress this script's informational prints-qq
Suppress all prints, complete silence-v
cl.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 | windows-build.bat |
Build a release build, full recompile, on Linux | ./linux-build.sh -c |
Build a debug build and run, on macOS | ./osx-build.sh -d -r |
Build in debug, run, don't print at all, on Linux with sh |
sh linux-build.sh -drqq |
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 vendor
directory)
are of course licensed under their respective licenses.