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Battlenetwork can be compiled on any computer or device that has a compiler with C++11 support or higher. It uses SFML 2.5 for the media layer. Efforts have been made to document the steps required to get the engine running on most user's devices.
Windows is the easiest. All you need is Visual Studio. A solution file can be found in the root directory of the repo. Open it up and click the green play button. VS will begin building the engine and will run as soon as it is finished.
To copy and transfer the executable, VS outputs the program in the x64/Debug
and x64/Release
folders. Be sure to copy and paste the Battlenetwork/resources
folder into these directories so that each build has the latest version of all the assets used.
In the root directory of the repo there is a makefile. Run make clean && make
to build the engine. It will output an executable to the /Debug
folder. All the executable needs is the /resources
folder. You can move this executable anywhere and copy the /resources
folder next to it.
Before you can run, you need to let the executable know where the dynamic libraries are. In the root directory, open your terminal and type
export LD_LIBRARY_PATH=`pwd`/extern/libs
This tells the system to look for the dynamic libs in the provided extern folder. Check to make sure it is set with
echo $LD_LIBRARY_PATH
Now you can play BattleNetwork:
./battlenetwork
TODO
TODO
This project is open source so that anyone can contribute art, ideas, and code. This is a big undertaking and the foundation is nearly complete. Please refer to the following links to see the state of the engine and how you can help.
- See Contributing Guidelines
- See Known Bugs
Maybe you don't want to improve the engine and you have some great ideas you want to add to the gameplay. If you want to add some baddies, star as your favorite navi, or create a new chip, read on.
Note these docs may be unfinished or pertain instructions that are out of date.