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Add a CMake build guide
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Building.md
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Building.md
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The Wipeout rewrite supports two different platform-backends:
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[SDL2](https://github.com/libsdl-org/SDL) and
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[Sokol](https://github.com/floooh/sokol).
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The only difference in features is that the SDL2 backend supports game
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controllers (joysticks, gamepads), while the Sokol backend does not.
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The Sokol backend is also only supported on macOS, Linux, Windows and Emscripten.
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## Building For Your Platform
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This project requires [CMake](https://cmake.org) to build and platform-specific
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libraries to run.
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Consult the following sections for how to acquire them for your platform:
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## *NIX
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Building on *NIX should be as simple as installing CMake, GLEW, and the
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necessary platform libraries from your package manager.
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For brevity, this guide assumes that the necessary development tools (i.e. a C
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complier, make) have already been installed.
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The SDL2 platform should only require the `sdl2` library and headers, whilst the
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Sokol platform requires the library/headers for:
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- `X11`
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- `Xi`
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- `Xcursor`
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- `ALSA`
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The following snippets list the specific package manager invocations for
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popluar *NIX OSs:
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**Debian/Ubuntu**
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```sh
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apt install cmake libglew-dev
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# For SDL2
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apt install libsdl2-dev
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# For Sokol
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apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
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```
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**Fedora**
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```sh
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dnf install cmake glew-devel
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# For SDL2
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dnf install SDL2-devel
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# For Sokol
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dnf install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
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```
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**Arch Linux**
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```sh
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pacman -S cmake glew
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# For SDL2
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pacman -S sdl2
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# For Sokol
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pacman install libx11 libxcursor libxi alsa-lib
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```
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**OpenSUSE**
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```sh
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zypper install cmake glew-devel
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# For SDL2
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zypper install SDL2-devel
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# For Sokol
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zypper install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
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```
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**FreeBSD**
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```sh
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pkg install cmake sdl2
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```
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**OpenBSD**
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```sh
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pkg_add cmake sdl2
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```
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Note that the Sokol platform is not supported on the BSDs, since the Sokol
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headers themselves do not support these Operating Systems.
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With the packages installed, you can now setup and build:
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```sh
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cmake -S path/to/wipeout-rewrite -B path/to/build-dir
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cmake --build path/to/build-dir
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```
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## macOS
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Currently only the SDL2 platform works.
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macOS is very picky about the GLSL shader version when compiling with Sokol and
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OpenGL3.3; it shouldn't be too difficult to get it working, but will probably
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require a bunch of `#ifdefs` for SDL and WASM.
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Pull-requests welcome!
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It is recommended to use [Homebrew](https://brew.sh) to fetch the required
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software, other solutions (e.g. MacPorts) may work but have not been tested.
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Using homebrew, you can install the required software with the following:
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```sh
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brew install cmake
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# For SDL2
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brew install sdl2
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# Nothing extra needed for Sokol
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```
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With the packages installed, you can now setup and build:
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```sh
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cmake -S path/to/wipeout-rewrite -B path/to/build-dir \
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-DCMAKE_PREFIX_PATH="$(brew --prefix sdl2)"
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cmake --build path/to/build-dir
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```
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## Windows
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### clang-cl
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Building natively on Windows requires a more complicated setup. The source code
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relies on GCC extensions that are not supported by `msvc`, which requires the
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use of `clang-cl`.
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The simplest way to get a build environment with `clang-cl` is to download and
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install [Visual Studio](https://visualstudio.microsoft.com/downloads/) (2022 at
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the time of writing) with the "Desktop development with C++" option selected.
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Also make sure to select "Clang C++ compiler for Windows" in "Individual
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Components" if it hasn't been already.
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The next step is to acquire development versions of SDL2 and GLEW.
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The easiest way is to install [vcpkg](https://vcpkg.io) and let Visual Studio's
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integration build and install it for you.
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Follow the [vcpkg "Getting Started" guide](https://vcpkg.io/en/getting-started)
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and integrate it with Visual Studio.
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Finally, open Visual Studio, select "Open a local folder", and navigate to the
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directory where you have cloned this repo.
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Visual Studio should automatically configure itself to build with CMake, and
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build the necessary libraries using vcpkg.
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Since this repository contains a `CMakeSettings.json` file, there should already
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be CMake configurations listed in the menubar dropdown.
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When adding a new configuration, make sure to use the `clang_cl` toolsets.
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Select the config you want from the list and build using `F7`, the build
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artifacts should be under `path\to\wipeout-rewrite\build`.
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### MSYS2
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Building with [MSYS2](https://www.msys2.org/) is sightly easier but still
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involves a bit of configuration.
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Download and install MSYS2 using the installer, and enter a MSYS2 environment
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using the start menu. For this guide we're using the `UCRT` environment, but the
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others work just as well.
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Install the following packages using `pacman`:
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```sh
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pacman -S mingw-w64-ucrt-x86_64-{toolchain,cmake,SDL2,glew}
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```
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With the packages installed, you can now setup and build:
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```sh
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cmake -S path/to/wipeout-rewrite -B path/to/build-dir
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cmake --build path/to/build-dir
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```
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## Emscripten
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Download and install the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html),
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so that `emcc` and `emcmake` is in your path.
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Linux users may find it easier to install using their distro's package manager
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if it is available.
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Note that only the Sokol platform will work for WebAssembly builds, so make sure
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to select it at compile time using `-DPLATFORM=Sokol`.
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With the SDK installed, you can now setup and build:
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```sh
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emcmake cmake -S path/to/wipeout-rewrite -B path/to/build-dir
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emcmake cmake --build path/to/build-dir
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```
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## Build Flags
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The following is a table for project specific build flags using CMake:
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| Flag | Description | Options | Default |
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|------------------|-----------------------------------------------------------------|--------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------|
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| `PLATFORM` | The platform to build for. | `SDL2`, `Sokol` | `SDL2` |
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| `RENDERER` | Graphics renderer. | `GL` for OpenGL 3, `GLES2` for OpenGL ES 2, `Software` for a pure software renderer. | `GL` |
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| `USE_GLVND` | Link against the OpenGL Vendor Neutral Dispatch libraries. | `On`, `Off` | `On`, falling back to `Off` if the libraries aren't found or an OpenGL renderer isn't used. |
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| `MINIMAL_BUNDLE` | Do not include the music/intro video when building for the web. | `On`, `Off` | `Off` |
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63
README.md
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README.md
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@ -6,72 +6,11 @@ Play here: https://phoboslab.org/wipegame/
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More info in my blog: https://phoboslab.org/log/2023/08/rewriting-wipeout
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⚠️ Work in progress. Expect bugs.
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## Building
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The game currently supports two different platform-backends: [SDL2](https://github.com/libsdl-org/SDL) and [Sokol](https://github.com/floooh/sokol). The only difference in features is that the SDL2 backend supports game controllers (joysticks, gamepads), while the Sokol backend does not.
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### Linux
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#### Ubuntu
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```
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# for SDL2 backend
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apt install libsdl2-dev libglew-dev
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make sdl
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```
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```
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# for Sokol backend
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apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
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make sokol
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```
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#### Fedora
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```
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# for SDL2 backend
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dnf install SDL2-devel glew-devel
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make sdl
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```
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```
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# for Sokol backend
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dnf install libX11-devel libXi-devel alsa-lib-devel glew-devel libXcursor-devel
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make sokol
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```
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### macOS
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Currently only the SDL2 backend works. macOS is very picky about the GLSL shader version when compiling with Sokol and OpenGL3.3; it shouldn't be too difficult to get it working, but will probably require a bunch of `#ifdefs` for SDL and WASM. PRs welcome!
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```
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brew install sdl2 glew
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make sdl
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```
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### Windows
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In theory both backends should work on Windows, but the Makefile is missing the proper compiler flags. Please send a PR!
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_todo_
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### WASM
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Install [emscripten](https://emscripten.org/) and activate emsdk, so that `emcc` is in your `PATH`. The WASM version automatically
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selects the Sokol backend. I'm not sure what needs to be done to make the SDL2 backend work with WASM.
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```
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make wasm
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```
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This builds the minimal version (no music, no intro) as well as the full version.
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See [Building.md](Building.md) for more info.
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### Flags
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