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demo.mp4 |
README.md
RTS (working title)
Overview
RTS is a cross-platform, sprite-based real-time strategy video game in the likes of several other entries from the mid 90's.
The game is under heavy development, and very far from being playable.
Platforms
The following platforms are either supported or support is expected in the future:
- Sony® PlayStation® 1, using a forked version of PSXSDK.
- Microsoft® Win9x, using a
i386-mingw32
cross-toolchain and SDL-1.2. Ai386-mingw32
cross-toolchain must be already available on the system. - POSIX-compliant operating systems such as GNU/Linux® or *BSD, using SDL-1.2 (if available).
- Possibly, modern Microsoft® Windows® versions, too (currently untested).
Design goals
- Keep source code as simple and clean as possible.
- Keep platform-specific code separated so common code can be shared between platforms without modifications.
- Use C99 features for better portability.
- Use modern CMake features for a simplified build process and
availability of the
compile_commands.json
database. - Implement any multiplayer capabilities provided by the platform.
- Support a wide range of screen resolutions, even portrait resolutions typically used by mobile platforms.
- And, above all, provide a fun game that can run even on low-end hardware.
Building from source
Native build
A native version of RTS can be built using the typical CMake build process:
mkdir build
cd build
cmake ..
make -j$(nproc --all)
Dependencies
Ubuntu
apt install libsdl-gfx1.2-dev libsdl-mixer1.2-dev libsdl1.2-dev
Cross-compilation
CMAKE_TOOLCHAIN_FILE
can be used to set up the cross-toolchain. Files labeled as
cmake/*-toolchain.cmake
can be used as values.
Sony® PlayStation® 1
For example, the Sony® PlayStation® 1 version can be built using:
mkdir build
cd build
cmake .. \
-DCMAKE_TOOLCHAIN_FILE=../cmake/ps1-toolchain.cmake \
-DVIDEO_MODE=VMODE_PAL # VMODE_NTSC can be otherwise used
make -j$(nproc --all)
This will generate a .bin
/.cue
file pair in build
that can be
played on an emulator or burnt into a CD-r in order to play the game
on real hardware.
Microsoft® Win9x
mkdir build
cd build
SDLDIR=<sdl-prefix> \
SDLMIXERDIR=<sdl_mixer-prefix> \
SDLGFXDIR=<sdl_gfx-prefix> \
ENETDIR=<enet-prefix> \
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/win9x-toolchain.cmake
make -j$(nproc --all)
Where:
SDLDIR
is the path to the cross-compiled version forSDL-1.2
, which would correspond to./configure --prefix=$SDLDIR
used when buildingSDL-1.2
.SDLMIXERDIR
is the path to the cross-compiled version forSDL_mixer
, which would correspond to./configure --prefix=$SDLMIXERDIR
used in buildingSDL_mixer
.SDLGFXDIR
is the path to the cross-compiled version forSDL_gfx
, which would correspond to./configure --prefix=$SDLGFXDIR
used in buildingSDL_gfx
.ENETDIR
is the path to the cross-compiled version forenet
, which would correspond to./configure --prefix=$ENETDIR
used in buildingenet
.
A stripped version of the executable, as well as game assets, will be
located in build/cdimg
.
Dependencies
A cross-compiled i386-mingw32
version of all required dependencies
is needed before building rts
.
Note upstream CMake does not provide FindSDL_gfx.cmake
as of the time
of this writing, so it is provisionally provided on
this repository.
Read the documentation for further reference on how to build the dependencies from source.
License
Unless stated otherwise, RTS follows the license described by the
LICENSE
file, which currently is the GNU General Public License v3
or later. Original versions of other works under various licenses are
also distributed in this project, that are located inside the
res/orig
directory. This directory also contains a LICENSE
describing the source and license of each individual file.
Derivative works have been also created from these files for this
project, that are located inside the res
directory. A LICENSE
file is also provided to describe the relationship between the
original and derived works.
Copyright notice
Microsoft®, Linux®, Sony® and PlayStation® are registered trademarks of their respective owners.