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Cross-platform Plasma data and network library
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GPNMilano/libhsplasma
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libHSPlasma, the universal Plasma Game Engine library! Building -------- libHSPlasma uses the CMake build system, which can generate project files for all major operating systems. A typical build looks something like this: $ mkdir build $ cd ./build $ cmake .. On Unix-like systems (Linux, MacOSX) you should then be able to $ make $ sudo make install On Windows, make sure you have the required libraries as well as Visual Studio (Express Edition works fine), and then use the generated .sln files to compile. Note that building the prerequisites on Win64 can be a bit of a pain, so I've included some hints below for this... Of course, you can always just stick to Win32 compilation, which works on Win64 (x86_64) installations too ;) Mac users can also generate XCode project files for libHSPlasma as follows $ cmake -G XCode .. Note that IA64, PowerPC, etc. compilations *may* work, but are completely unsupported for now. Prerequisites ------------- libHSPlasma depends on the following libraries; you'll need to have the dev packages installed in order for libHSPlasma to compile successfully: * zlib http://www.zlib.net/ * libJpeg http://www.ijg.org/ * OpenSSL http://www.openssl.org/ * Python 2.4+ or 3.0+ http://www.python.org/ You will also need a C++ compiler with at least some C++11 support. The following compilers are currently known to work: * GCC 4.4 or later * Clang 3.0 or later * Microsoft Visual C++ 2010 or later (2008 is no longer supported) Win32/64 Special Considerations ---------------------------- OpenSSL: OpenSSL is a bit of a pain on Windows. You'll need ActivePerl (either the 32-bit or 64-bit version should work fine), and then you'll need to do some makefile editing. Also, you can only use the static version as of this writing. (The version I release uses the static libssl for both the Win32 and Win64 builds). If you want to build both the Win32 and Win64 versions, you must create a separate build dir (or do more makefile editing which isn't covered here). To build on Win64, here are the steps I use (in a command prompt): > perl Configure VC-WIN64A no-shared no-idea > ms\do_win64a Open ms\nt.mak and remove bufferoverflowu.lib from EX_LIBS > nmake -f ms\nt.mak Note also that to actually use it on either Win32 or Win64, the "include" directory is actually misleading, and only contains empty files. You'll want to point VS to your inc32 dir for includes, and your out32 (or out32dll if you built DLLs) dir for libraries. Python: Python is pretty straightforward if you only create release builds. The default Windows installations come with the necessary header and lib files, so you just need to point VS to those. Building Debug builds against Python, however, requires that you get the actual source packages from python.org and compile them yourself.
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