- install "Desktop Development with C++" in the visual studio installer (it provides
cmake
) - open powershell and cd to the root directory of the project
- run the command
Set-ExecutionPolicy -ExecutionPolicy Bypass -Scope Process
(still in powershell in the root dir) - run the command
.\init.ps1
in powershell (still in powershell in the root dir) - setup your IDE to run with the project. (if not using IDE, I'd recommend just using the commands from the
init
scripts manually)
- Install "Desktop Development with C++" in the visual studio installer (for cmake) if you haven't already
- It will ask which cmake thing to use, use <project_root>/code/CMakeLists.txt
- Everything should build for you wooooo lmk if there's an issue
- To run, use the green button dropdown to find
cpsc585-client.exe
or someth it'll work I think
- see the IDE integration section here:
NOTE: dylan i think you and i are fine without instructions
- the project is divided into three chunks right now.
- lib - systems code / code that supports the game but could easily be reused in other games.
- client - the actual game / game logic
- tst - for unit tests
Version-controlled configs are stored in code/assets/configs. These are then copied into build/client/configs, similar to the shaders.
DESERIALIZING:
- Modify the config file in build/client/configs/CarPhysics.toml with thing running
- Press
t
- you should see the console print what was deserialized
SERIALIZING:
Press s
to serialize your new config back into the version-controlled
config file. Note that this actually reads your config again cause idk
if the serializer should know abt the state of the program