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Build instructions
The project currently requires a POSIX-like environment (which means MSYS2 on Windows), with GLEW, SDL2, SDL2_net, clang, git, rsync, and make. The Makefile is multiplatform, and produces a binary at build-<branch name>/Avara
. You should be able to change directory into the Avara repo and make -j
.
Before you do this, try the pre-built binaries. These should work for recent versions of Windows 10.
Avara does not yet support MSVC++, so the MSYS2 Mingw environment must be used.
- Install the MSYS2 environment.
- From the Start menu, open "MSYS2 Mingw64 terminal".
- Update MSYS2:
pacman -Syu
As part of this process, you will need to close the terminal window, and you may need to run the command again. - Once MSYS2 is up to date, run the following:
pacman --noconfirm --needed -Syuu mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_net mingw-w64-x86_64-clang mingw-w64-x86_64-glbinding mingw-w64-x86_64-glew make git zip rsync
- You should now be able to clone the repository:
git clone https://github.com/avaraline/Avara.git
- Enter the repository:
cd Avara
- Build:
make -j
- You can now start the game with:
build-master/Avara.exe
- (optional) Make a portable exe:
make winapp
On Debian based distributions of Linux, you can install the needed dependencies for building by running the following in a terminal:
apt-get -yq install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev libegl1-mesa-dev libgles2-mesa-dev libsdl2-net-dev clang libdirectfb-dev git make rsync
libdirectfb-dev
is an optional dependency for running headless tests.
cd /path/to/avara/repo && make -j && build-master/Avara
Avara can be built using Xcode development tools and Homebrew.
You must also download SDL2.framework and SDL2_net.framework. To get these, go to the SDL2 download page and the SDL2_net download page, and click the links for Macintosh under Developement Libraries. Copy the files into either /Library/Frameworks
or ~/Library/Frameworks
.
After that, you should be able to build: cd /path/to/avara/repo && make -j
. Use make macapp
to create an app bundle. You can provide a SIGNING_ID
environment variable to create a signed app bundle.