Attention: Work is taking place on the wiki, the information here is mostly outdated. The build is no longer being maintained as it's undertaking a rewrite.
Acolyte is an open source alternative runtime and compiler for projects written in GameMaker: Studio. Games are compiled by first converting them into compliant C++ code and then optionally piping them into a compiler of choice to produce object files. These object files can then be linked directly with swappable runtime components which provide systems like graphics, audio and physics.
This is equivalent to the process undertaken by the proprietary YoYo Compiler.
Acolyte uses CMake as its provider for build system tools. This requires some initial setup, but offers many advantages over traditional GNU makefiles (such as the ability to automatically generate IDE project files and compile outside MinGW on Windows).
- Download and install CMake from the CMake downloads page or from your
systems package manager (
sudo apt-get install cmake
on Debian,pacman -Sy cmake
on ArchLinux or evenbrew install cmake
on OSX using Homebrew). - Open your system terminal and ensure that CMake is on path and that it is at
least version 1.8. You can use
cmake --version
to test this. - Decide which build provider you would like to use for the next step. You can
either leave this as default (Visual Studio on Windows, Makefiles on
Linux/OSX) or pick one of
Unix Makefiles
,Ninja
,Xcode
orCodeBlocks - Unix Makefiles
. Seecmake --help
for more information and additional generators. - Navigate to the top-level directory of this repository in your terminal. Run
cmake .
orcmake . -G"Unix Makefiles"
, optionally replacingUnix Makefiles
with another generator picked above.
You can now use the build system of your choice to build Acolyte. If you chose
to generate makefiles this means that you can use make
to build. If you used
Visual Studio (default on Windows) or Xcode, you can open the project file
generated in the top level directory and use the regular build system for that
particular IDE. Binaries can generally be found in the build/
directory.
If you need to change which generator you would like to use, you should delete
CMakeCache.txt
from the top-level directory and run one of the commands above
with your new desired generator. If you plan to swap generators frequently you
may decide to build outside the source tree using a command such as
cmake ../path/to/source
.
Acolyte is split into seperate packages. These can be found in the packages/
directory of the source tree. Each package is compiled into a different static
library or binary. See packages/README.md
for more information.
This is under construction.
Use the GitHub issue tracker to file bug reports.
Our IRC channel is #acolyte
on irc.freenode.net
.
Style standards are adopted from the Google C++ Style Guide. Use common sense when editing source files to make sure that formatting is consistent. Avoid using pointers directly, don't use exceptions, allocate on the stack when possible and be aware that templates or verbose code are preferred over using preprocessor macros.
Pull requests are accepted if they meet quality guidelines. To find out where you can help out, you should first express interest on IRC.
Acolyte is licensed under a BSD3-style license. A summary of the license is as follows;
- Don't remove the license text from the source code.
- Include the license text when distributing binaries of Acolyte.
- Don't use Acolyte Strike Force or the names of any of it's members when advertising your products.
See LICENSE
for more information.
Third party libraries and dependencies are licensed independently.
You may also be interested in ENIGMA.