Updated for raylib v1.4

Moved building information to raylib github Wiki page
This commit is contained in:
raysan5 2016-01-19 11:00:10 +01:00
parent de7bddb8df
commit 036e77939f

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README.md
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@ -34,7 +34,7 @@ I've coded quite a lot in C# and XNA and I really love it (in fact, my students
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, first version was published.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
@ -99,14 +99,37 @@ Most of the examples have been completely rewritten and +10 new examples have be
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4.
Lots of parts of the library have been reviewed to better accomodate to shaders systems and multiple new features have been added.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TTF fonts (using stb_truetype).
Finally, raycast system for 3D picking is working, including some ray collision-detection functions.
A set of Image manipulation functions have been added to crop, resize, colorize, dither and even draw image-to-image or text-to-image.
Two new functions added for persistent data storage.
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module!
Complete LUA scripting support to allow raylib usage from LUA and LUA scripts support within raylib.
Up to 8 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.4.
features
--------
* Written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with SpriteFonts support
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
@ -145,126 +168,12 @@ Since raylib v1.1, you can download a Windows Installer package for easy install
building source (generate libraylib.a)
--------------------------------------
**Building raylib sources on desktop platforms:**
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/src/` folder and type:
mingw32-make PLATFORM=PLATFORM_DESKTOP
NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
**Building raylib sources on Raspberry Pi:**
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
sudo apt-get install openal1
_Step 2._ Navigate from command line to `raylib/src/` folder and type:
make
**Building raylib sources for Android:**
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
_Step 2._ Create the following environment variables with the correct paths:
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
ANDROID_NDK_ROOT = C:\android-ndk-r10b
ANT_HOME = C:\apache-ant-1.9.4
_Step 3._ Navigate from command line to folder `raylib/template_android/` and type:
%ANDROID_NDK_ROOT%\ndk-build
NOTE: libraylib.a will be generated in folder `raylib/src_android/obj/local/armeabi/`, it must be copied
to Android project; if using `raylib/template_android` project, copy it to `raylib/template_android/jni/libs/`.
**Building raylib sources for Web (HTML5)**
_Step 1._ Make sure you have installed emscripten SDK:
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
_Step 2._ Open `raylib/src/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
building examples
-----------------
**Building raylib examples on desktop platforms:**
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/examples/` folder and type:
mingw32-make PLATFORM=PLATFORM_DESKTOP
NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
libglfw3.a - GLFW3 (static version)
libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
libopenal32.a - OpenAL Soft, audio device management
**Building raylib examples on Raspberry Pi:**
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
sudo apt-get install openal1
_Step 2._ Navigate from command line to `raylib/examples/` folder and type:
make
**Building raylib examples for HTML5 (emscripten):**
_Step 1._ Make sure you have installed emscripten SDK:
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
_Step 2._ Open `raylib/examples/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
NOTE: At this moment, raylib examples are not ready to directly compile for HTML5, code needs to be reorganized due to the way web browsers work. To see how code should be refactored to fit compilation for web, check [core_basic_window_web.c](https://github.com/raysan5/raylib/blob/master/examples/core_basic_window_web.c) example.
**Building raylib project for Android (using template):**
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
_Step 2._ Create the following environment variables with the correct paths:
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
ANDROID_NDK_ROOT = C:\android-ndk-r10b
ANT_HOME = C:\apache-ant-1.9.4
_Step 3._ To compile project, navigate from command line to folder `raylib/template_android/` and type:
%ANDROID_NDK_ROOT%\ndk-build
_Step 4._ To generate APK, navigate to folder `raylib/template_android/` and type:
%ANT_HOME%\bin\ant debug
_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
%ANT_HOME%\bin\ant installd
_Step 6:_ To view log output from device:
%ANDROID_SDK_TOOLS%\adb logcat -c
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
**If you have any doubt, [just let me know][raysan5].**
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
contact
-------
@ -292,6 +201,9 @@ The following people have contributed in some way to make raylib project a reali
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Sergio Martinez for helping on raygui development and tools development.
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"