Emscripten build instructions + various tweaks

This commit is contained in:
Tim Angus 2025-08-13 13:27:37 +01:00
parent a36d9bc392
commit 961a019a46

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@ -84,18 +84,17 @@ You can make your own mod that either requires the original game data or a new g
that does not. Please read the **Creating standalone games** section for more information
on the latter.
For *nix
For *nix,
1. ```git clone git://github.com/ioquake/ioq3.git```
2. ```cd ioq3```
3. Install dependencies according to your operating system's instructions.
for apt-based systems, ```sudo apt-get install cmake libsdl2-dev ninja-build```
4. Run these commands:
```cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release```
for apt-based systems, ```sudo apt install cmake libsdl2-dev```
4. ```cmake -S . -B build -DCMAKE_BUILD_TYPE=Release```
```cmake --build build```
5. The resulting files will be in the ```build``` directory.
For Windows,
1. Install Visual Studio Community Edition from Microsoft
1. Install Visual Studio Community Edition from Microsoft.
https://visualstudio.microsoft.com/vs/community/
2. Install CMake https://cmake.org/cmake/download
3. Clone our git repository either using the command-line or a GUI tool:
@ -103,28 +102,31 @@ For Windows,
4. Compile using Visual Studio by selecting our CMakeLists.txt and clicking Build.
5. Or using the command-line:
```cmake -S . -B build -G "Visual Studio 17 2022"```
```make --build build --config Release```
```cmake --build build --config Release```
For macOS,
1. Install XCode
1. Install XCode.
2. CMake via homebrew https://brew.sh or your package manager of choice.
3. ```git clone git://github.com/ioquake/ioq3.git```
4. ```cd ioq3```
5. ```cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release```
5. ```cmake -S . -B build -DCMAKE_BUILD_TYPE=Release```
6. ```cmake --build build```
7. Copy the resulting ```ioquake3.app``` in ```/build/```
to your ```/Applications/ioquake3``` folder.
For Web, building with Emscripten
For Emscripten,
1. Follow the installation instructions for the Emscripten SDK including
setting up the environment with emsdk_env.
2. Run `emmake make debug` (or release).
3. Copy or symlink your baseq3 pk3 files into the `build/debug-emscripten-wasm32/baseq3`
setting up the environment with emsdk_env. https://emscripten.org/
2. ```git clone git://github.com/ioquake/ioq3.git```
3. ```cd ioq3```
4. ```emcmake -S . -B build -DCMAKE_BUILD_TYPE=Release```
5. ```cmake --build build```
3. Copy or symlink your baseq3 pk3 files into the `build/Release/baseq3`
directory so they can be loaded at run-time. Only game files listed in
`client-config.json` will be loaded.
4. Start a web server serving this directory. `python3 -m http.server`
is an easy default that you may already have installed.
5. Open `http://localhost:8000/build/debug-emscripten-wasm32/ioquake3.html`
5. Open `http://localhost:8000/build/Release/ioquake3.html`
in a web browser. Open the developer console to see errors and warnings.
6. Debugging the C code is possible using a Chrome extension. For details
see https://developer.chrome.com/blog/wasm-debugging-2020