Work in progress RTS game
- Linux + X11 (Ports to other POSIX + x11 platforms should be doable, but linux specific apis are used at the moment).
- Microsoft Windows (8.1 or newer).
C
compiler supportingc11
: Tested on recentgcc
,clang
andmsvc
.- Meta build-system: CMake (3.19 or newer).
- Build-system: Tested with
ninja
,make
,nmake
andmsbuild
(Ninja
comes highly recommended). - Vulkan SDK.
- (Linux only) XCB (X protocol bindings) + various extensions.
- (Optional)(Linux only) ASound audio library for the Alsa architecture.
- Install a
c
compiler and build-system (debian:apt install build-essential
). - Install
CMake
(debian:apt install cmake
). - Install the
Vulkan
sdk (source: https://vulkan.lunarg.com/sdk/home#linux). - Install
XCB
+xkb
,xkbcommon
,xkbcommon-x11
,xfixes
,randr
andrender
extensions (debian:apt install libxcb1-dev libxcb-xkb-dev libxkbcommon-dev libxkbcommon-x11-dev libxcb-xfixes0-dev libxcb-randr0-dev libxcb-render0-dev
). - (Optional) Install
asound
(audio library for the Alsa architecture) (debian:apt install libasound2
). - Build and run:
ci/run-linux.sh
(or invokecmake
and your build-system manually).
- (Optional) Install the
winget
package manager (info: https://docs.microsoft.com/en-us/windows/package-manager/winget/). - Install
Visual Studio Build Tools
(winget:winget install Microsoft.VisualStudio.2022.BuildTools --override "--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.19041 --focusedUi"
) - Install
CMake
(winget:winget install Kitware.CMake
). - Install the
Vulkan
sdk (winget:winget install KhronosGroup.VulkanSDK
). - Build and run:
ci/run-win32.bat
(or invokecmake
and your build-system manually).
Unit tests can be invoked using the test.[libname]
targets (for example test.core
or test.geo
).
To run all the tests there's an overarching test
target.
Assets under assets/external/
are not distributed as part of this repository and thus not covered by the license.
Instead they are downloaded as part of the build process, all credits go to the original creators.
License information: Asset Licenses 1 Asset Licenses 2.