test-client-godot/README.md

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# Build
Before build and launch client, we need build godot-cpp (lib to connect c++ code to godot engine) and build crypt (c++ module use to authentification with khaganat)
## Build godot-cpp
### Initialize
Load git submodule (godot-cpp & godot_header)
```
git submodule update --init --recursive
```
### Build on 64bits
```
godot --gdnative-generate-json-api godot-cpp/godot_headers/api.json
scons -C godot-cpp platform=linux generate_bindings=yes custom_api_file=godot_headers/api.json bits=64
```
### Build on 32bits
```
godot --gdnative-generate-json-api godot-cpp/godot_headers/api.json
scons -C godot-cpp platform=linux generate_bindings=yes custom_api_file=godot_headers/api.json bits=32
```
## Build gdnative (crypt / bitstream / bitset)
### Build on 64bits
```
scons -C gdnative platform=linux bits=64
```
### Build on 32bits
```
scons -C gdnative platform=linux bits=32
```
## Package client khaganat
### Configure export
Configure on project export (or edit file export_presets.cfg)
Ex.: export_presets.cfg
```
[preset.0]
name="khaganat.linux.64"
platform="Linux/X11"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""
[preset.0.options]
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true
binary_format/64_bits=true
custom_template/release=""
custom_template/debug=""
```
### Generate package
```
godot --path . --export khaganat.linux.64 khaganat.linux64.bin
```
## Launch client khaganat
### With godot
```
godot login_scene/login_scene.tsc
```