bonmas14 / cards

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Raylib Setup using Premake5

This is a simplified set of instructions for how to setup a project using premake.

Video Tutorial

A video covering this process is here https://youtu.be/--gI9083QnU

Download this repository

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.

Example app

This repository is pre-populated wit the raylib game template. It is a great starting point for your game. https://github.com/raysan5/raylib-game-template

If you want to have a different starting point, simply replace the files in the game folder with your own files.

Generate Projects

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 (MSVC) Users

Visual Studio users should run

premake-VisualStudio.bat

This will generate a Visual Studio project.

Visual Studio Code (VSC) Users

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.

MinGW-w64 Users

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

Linux users

cd to the root folder and run

./premake5 gmake2

This will generate a makefile for you.

macOS users

cd to the root folder and run

./premake5.osx gmake2

This will generate a makefile for you.

Build your game

Only do ONE of these options depending on your compiler and platform.

Visual Studio (MSVC) Users

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

MinGW-w64 Users

Open your compiler terminal (w64devkit if you are using it), change to the game folder and type

make

This will build your game

Linux/macOS users

Open your terminal, change to the root folder and type.

make

This will build your starting game template

Building for other OpenGL targets

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

For OpenGL 1.1

--graphics=opengl11

For OpenGL 2.1

--graphics=opengl21

For OpenGL 4.3

--graphics=opengl43

Building extra libs

If you need to add a separate library to your game you can do that very easily. Simply copy the extras/example_library folder and rename it to what you want your lib to be called. Replace lib.c with the sources for your library (just copy them in the folder). If you library has an include folder, copy that too. Then go to the premake5.lua file in the game folder, and link your library by calling link_to with the folder name for the library.

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.

RAYLIB License

Copyright (c) 2020-2024 Jeffery Myers

This software is provided "as-is", without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.

  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.

  3. This notice may not be removed or altered from any source distribution.

About


Languages

Language:Lua 55.2%Language:C 44.5%Language:Batchfile 0.3%