BOWSHOCK # CHANGELOG Read: "CHANGELOG.txt" # COMPILATION Bowshock uses CMake as its build system. The standard option CMAKE_BUILD_TYPE may be set to either "Release" or "Debug", depending on the build type. The main program is written in C++20, and a conforming compiler is therefore required. OpenGL 3.2 is used for rendering, and the shaders are therefore written in GLSL 1.50. Before compilation, an appropriate GLAD loader must be downloaded from a web instance. I use the one on dav1d.de, with the following settings: The script "extractGlad.sh" will extract "glad.zip" (or any other archive - if specified) to "glad". It also copies a CMake lists file to the directory, and CMake will automatically include this and build GLAD. Before running - however - the data directory must be installed. This can be done via the installation script "install.sh": ./install.sh data [data directory] # DEVELOPMENT To initialise the environment, I use the following commands: rm -fr build && \ rm -fr bindir && \ rm -fr datdir && \ ./extractGlad.sh && \ cmake -Bbuild -DBOW_DATA_DIRECTORY="${PWD}/datdir" -DCMAKE_BUILD_TYPE=Debug . && \ ./install.sh data "${PWD}/datdir" ... and from there just use the following to build the project: clear && \ ./validateShaders.py && \ cmake --build build && \ build/bowshock/bowshock --skip ## SHADER VALIDATION The shaders at bowshock/shader may be validated using the Python script "validateShaders.py". If the shaders contain errors, and these are not fixed before installation, the program will fail to compile them during run-time. # INSTALLATION The script "install.sh" will install the executable, the assets, the shaders... to the specified directories: ./install.sh [build directory] [binary directory] [data directory] # MIRRORS mandelbrot.dk (main): GitLab: GitHub: # CREDITS Read: "CREDITS.txt"