7.3 KiB
The Wipeout rewrite supports two different platform-backends: SDL2 and Sokol. The only difference in features is that the SDL2 backend supports game controllers (joysticks, gamepads), while the Sokol backend does not. The Sokol backend is also only supported on macOS, Linux, Windows and Emscripten.
Building For Your Platform
For Linux & Unix-likes a simple Makefile is a provided. Additionally, this project can be build with CMake for all platforms.
Consult the following sections for how to install the prerequisites for your platform:
Linux & Unix-like
Building on Linux should be as simple as installing CMake, GLEW, and the
necessary platform libraries from your package manager.
For brevity, this guide assumes that the necessary development tools (i.e. a C
complier, make) have already been installed.
The SDL2 platform should only require the sdl2
library and headers, whilst the
Sokol platform requires the library/headers for:
X11
Xi
Xcursor
ALSA
The following snippets list the specific package manager invocations for popluar *nix OSs:
Debian/Ubuntu
apt install cmake libglew-dev
# For SDL2
apt install libsdl2-dev
# For Sokol
apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
Fedora
dnf install cmake glew-devel
# For SDL2
dnf install SDL2-devel
# For Sokol
dnf install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
Arch Linux
pacman -S cmake glew
# For SDL2
pacman -S sdl2
# For Sokol
pacman install libx11 libxcursor libxi alsa-lib
OpenSUSE
zypper install cmake glew-devel
# For SDL2
zypper install SDL2-devel
# For Sokol
zypper install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
FreeBSD
pkg install cmake sdl2
OpenBSD
pkg_add cmake sdl2
Note that the Sokol platform is not supported on the BSDs, since the Sokol headers themselves do not support these Operating Systems.
With the packages installed, you can now setup and build:
# With make for SDL2 backend
make sdl
# With make for Sokol backend
make sokol
# With cmake
cmake -S path/to/wipeout-rewrite -B path/to/build-dir
cmake --build path/to/build-dir
macOS
Currently only the SDL2 platform 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.
Pull-requests welcome!
It is recommended to use Homebrew to fetch the required software, other solutions (e.g. MacPorts) may work but have not been tested. Using homebrew, you can install the required software with the following:
brew install cmake
# For SDL2
brew install sdl2
# Nothing extra needed for Sokol
With the packages installed, you can now setup and build:
cmake -S path/to/wipeout-rewrite -B path/to/build-dir \
-DCMAKE_PREFIX_PATH="$(brew --prefix sdl2)"
cmake --build path/to/build-dir
Windows
clang-cl
Building natively on Windows requires a more complicated setup. The source code
relies on GCC extensions that are not supported by msvc
, which requires the
use of clang-cl
.
The simplest way to get a build environment with clang-cl
is to download and
install Visual Studio (2022 at
the time of writing) with the "Desktop development with C++" option selected.
Also make sure to select "Clang C++ compiler for Windows" in "Individual
Components" if it hasn't been already.
The next step is to acquire development versions of SDL2 and GLEW. The easiest way is to install vcpkg and let Visual Studio's integration build and install it for you. Follow the vcpkg "Getting Started" guide and integrate it with Visual Studio.
Finally, open Visual Studio, select "Open a local folder", and navigate to the
directory where you have cloned this repo.
Visual Studio should automatically configure itself to build with CMake, and
build the necessary libraries using vcpkg.
Since this repository contains a CMakeSettings.json
file, there should already
be CMake configurations listed in the menubar dropdown.
When adding a new configuration, make sure to use the clang_cl
toolsets.
Select the config you want from the list and build using F7
, the build
artifacts should be under path\to\wipeout-rewrite\build
.
MSYS2
Building with MSYS2 is sightly easier but still
involves a bit of configuration.
Download and install MSYS2 using the installer, and enter a MSYS2 environment
using the start menu. For this guide we're using the UCRT
environment, but the
others work just as well.
Install the following packages using pacman
:
pacman -S mingw-w64-ucrt-x86_64-{toolchain,cmake,SDL2,glew}
With the packages installed, you can now setup and build:
cmake -S path/to/wipeout-rewrite -B path/to/build-dir
cmake --build path/to/build-dir
Emscripten
Download and install the Emscripten SDK,
so that emcc
and emcmake
is in your path.
Linux users may find it easier to install using their distro's package manager
if it is available.
Note that only the Sokol platform will work for WebAssembly builds.
With the SDK installed, you can now setup and build:
# With make (combined full and minimal builds)
cd wipeout-rewrite && make wasm
# With cmame (full or minimal builds specified via -DMINIMAL_BUNDLE={OFF|ON})
emcmake cmake -S path/to/wipeout-rewrite -B path/to/build-dir -DPLATFORM=SOKOL
cmake --build path/to/build-dir
Build Flags for cmake
The following is a table for project specific build flags using CMake:
Flag | Description | Options | Default |
---|---|---|---|
PLATFORM |
The platform to build for. | SDL2 , SOKOL |
SDL2 |
RENDERER |
Graphics renderer. | GL for OpenGL 3, GLES2 for OpenGL ES 2, Software for a pure software renderer. |
GL |
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. |
MINIMAL_BUNDLE |
Do not include the music/intro video when building for the web. | ON , OFF |
OFF |