This is a template system for building cross platform raylib projects using premake. It is focused on intermediate to advanced users. for a simple template, please see Raylib-QuickStart
A video covering this process is here https://youtu.be/--gI9083QnU
Download the game premake repository from https://github.com/raylib-extras/game-premake/ You can either download the zip file, or clone the repository. If you clone the repository, you may want to remove the stored history. Simply delete the .git directory to do this.
Rename the directory whatever you want. This will be the name of your game.
This repository is pre-populated with a simple C++ starting application that uses external headers and a static library, simply as an example of how to set them up.
For windows users, there are two batch files you can use depending on what compiler you are using. For linux users you can simply use a terminal. Only do ONE of these options depending on your compiler and platform.
Visual Studio users should run
premake-VisualStudio.bat
This will generate a Visual Studio project.
Visual Studio code uses the makefile systems for MinGW-w64, gcc, or clang on Windows, linux, and OSX respectivly. Simply follow the steps below for your OS and then continue to the VSC section below. Please make sure that you have the C/C++ extensions installed for VSC. Please make sure your compiler is in your path in order to use Visual Studio Code.
Please make sure you have a recent version of MinGW-W64. The older versons from mingw.org will not work. We recommend the W64Devkit. It has everything needed to build raylib. It can be downloaded from here https://github.com/skeeto/w64devkit/releases
Once you have MinGW-W64 Run the batch file.
premake-mingw.bat
This will generate a makefile for you.
cd to the root folder and run
./premake5 gmake2
This will generate a makefile for you.
cd to the root folder and run
./premake5.osx gmake2
This will generate a makefile for you.
Only do ONE of these options depending on your compiler and platform.
Double click the .sln file that was generated in the folder. From here you can use the project as normal.
#Visual Studio Code (VSC) Users Game-premake comes with a visual studio code project file, simply open the folder in vscode and it should be setup to run the makefiles build for gcc or MinGW-w64. Just use the build, debug, or run functions in VSC
Open your compiler terminal (w64devkit if you are using it), change to the game folder and type.
make
This will build your game
Open your terminal, change to the root folder and type.
make
This will build your starting game template.
If you need to build for a different OpenGL version than the default (OpenGL 3.3) you can specify an openGL version in your premake command line. Just modify the bat file or add the following to your command line.
--graphics=opengl11
--graphics=opengl21
--graphics=opengl43
--graphics=opengles2
--graphics=opengles3
The example template uses a sample static lib. If you want to rename it or duplicate it, you can. Just be sure to change the link_to line in the premake5.lua file in the game folder. It needs to point the correct folder.
link_to("LIB_FOLDER_NAME")
Rerun premake and it will build your library for you. Note that by default link_to will add include dirs for your library folder and library/include. If you have other include needs you will have to add those to your premake file manually.
If you do not want a static library, simply remove the link_to line from your lua script
If you wish to use a specific version of raylib, follow the instructions below. If you want the current development version, skip this section and premake will download raylib for you.
Get the raylib sources from https://github.com/raysan5/raylib Download the zip file, or clone the repository. It doesn't matter what one you use. Put the raylib sources in a folder called raylib inside your game folder (The same folder this file is in). The folder must be named raylib, it can not be raylib-master. The raylib folder should contain all the sources from raylib (including the 'src' folder).
Copyright (c) 2020-2024 Jeffery Myers
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