Building Maratis

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==Building on Windows, Mac and Linux==
 
==Building on Windows, Mac and Linux==
  
The current version of the build system uses Scons and Python to produce binaries for Windows, OSX and Linux, consequently, please visit (and install if necessary) Python before continuing.
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The current version of the build system uses [https://www.python.org/ Python 2] and [http://www.scons.org/ Scons] to produce binaries for Windows, OSX and Linux.
  
Go to the ''trunk/dev'' folder and type:  
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Go to '''''trunk/dev''''' and type:
  
 
   python scons.py
 
   python scons.py
  
Or if you want to work in debug:
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Debug:
  
 
   python scons.py build_mode=debug
 
   python scons.py build_mode=debug
  
During the process, all the compiled files will be produced into the 'build' directory, including executables and static libs (bullet, freetype, zlib...)
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At the end of the build, if successful, the final binaries will be installed in '''''trunk/dev/prod'''''
  
At the end of the build, if successful, the final binaries will be installed into the ''prod'' directory: '''ManualUse, MaratisEditor, MaratisPlayer, MCore''' and '''MEngine'''
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==Whants more help ?==
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[[Building Maratis for Windows]] - Step by step tutorial for Windows
  
 
==Building for iOS==
 
==Building for iOS==

Revision as of 10:12, 27 July 2014

Contents

Download source code

Maratis source code is available from the subversion repository at Google Code.

Use this command to anonymously check out the latest project source code:

 svn checkout http://maratis.googlecode.com/svn/ maratis-read-only

Building on Windows, Mac and Linux

The current version of the build system uses Python 2 and Scons to produce binaries for Windows, OSX and Linux.

Go to trunk/dev and type:

 python scons.py

Debug:

 python scons.py build_mode=debug

At the end of the build, if successful, the final binaries will be installed in trunk/dev/prod

Whants more help ?

Building Maratis for Windows - Step by step tutorial for Windows

Building for iOS

  1. Open branches/iPhonePublishing/Project/example.xcodeproj with Xcode.
  2. Import you own game project with all the data in the "Resources" group folder
  3. If necessary, import your C++ game plugin code, and call it in "EAGLView.mm"
  4. Build and run
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