Add WinShit make file
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3 changed files with 15 additions and 6 deletions
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@ -44,7 +44,8 @@ Please note however the game is still relatively simple and so **the physics IS
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- It **doesn't have any dependency libraries, not even the C standard library** (except for using types from *stdint.h*, which can be trivially replaced with a few *defines*), everything is written from scratch for **maximum portability**. Libraries such as SDL are used for frontends, but they are never an inherent dependency and can be basically drop-in replaced with a similar library that's only required to be able to draw pixels and read keyboard. Almost everything can be turned off, the game can even **run without a file system** as the essential assets are embedded right in the source code -- files are only needed for optional extended functionality like saving replays, adding extra maps etc. Settings are part of the source code too, there are **no config files**.
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- **No build system** is used, everything is in a **single compilation unit**, to build the game only a single compiler invocation is needed. This removes another bloat and dependency.
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- The compiled game INCLUDING ASSETS is **extremely small** -- depending on platform, game and compilation settings, a playable executable can take only around 128 kB; in normal scenarios it will most likely fit under 400 kB.
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- It is **exceptionally portable and future proof** thanks to having no dependencies besides C99 compiler. So far it was ported to:
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- **Very fast and memory efficient**, the game will run practically on any computer save for the weakest of embedded devices. In general, despite being a fully 3D rendered game with 3D physics, the game can be run with **less than 500 KB RAM and 50 MHz CPU**; of course such hardware will require many features turned off and playability will suffer, but let's say 1 MB of RAM along with a 200 MHz CPU (laughable specs even 20 years ago) will be enough for comfortable play already.
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- It is **exceptionally portable and future proof** thanks to having no dependencies besides C99 compiler. So far it was ported to and testplayed on:
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- **GNU/Linux**: via SDL2, CSFML or X11
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- **Window$**: via SDL2
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- **OpenBSD**: via SDL2
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@ -54,7 +55,8 @@ Please note however the game is still relatively simple and so **the physics IS
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- **Pokitto** (32bit 48 MHz CPU, 36 KB RAM)
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- **Circuitmess Nibble** (32b 160 MHz CPU, 80 KB RAM)
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- **ESPboy** (32b 160 MHz CPU, 80 KB RAM)
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- It also goes without saying the physics is **100% deterministic**, it behaves the same on every platform, independantly of rendering FPS. Besides others this allows for recording and playing back very small replays and creating press forward maps.
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- tested compilers: gcc, g++, clang, tcc, emscripten
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- It also goes without saying the physics is **100% deterministic**, it behaves the same on every platform, independently of rendering FPS. Besides others this allows for recording and playing back very small replays and creating press forward maps.
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- It is **super moddable and hackable**, the code is relatively simple and **well commented**, written to encourage hacking. There are no obstacles such as DRM, anti-cheating, obfuscation etc. Cheating and hacking is allowed, do literally what you want.
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- **No codes of censorship, flags, furry mascots or similar political bullshit.**
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- **No "modern" bullshit such as OOP, Python, Docker, meme design patterns, scripting, sandboxes, "memory safety" and similar crap**.
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9
TODO.txt
9
TODO.txt
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@ -30,13 +30,11 @@ fuck issue trackers :D
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=========== BUGS =================
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- camera bugs in TCC build, also the auto test fails on checking rendered
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pixels -- this may be TCC not supporting C99 fully? but dig up what's going
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on
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- camera follow speed depends on FPS, it's slower with low FPS, but this is no
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big deal, it's only noticable with extremely high/low FPS -- fix or not?
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- replay loading BUG! somehow map2 replay was saves with hash 05ef0ab1 instead
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of correct 3c5ba5dd once, WTF, check where hash gets modified
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of correct 3c5ba5dd once, WTF, check where hash gets modified NEVER HAPPENED
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AGAIN THO
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============ FUTURE ==============
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@ -103,6 +101,9 @@ fuck issue trackers :D
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theory they should (enough block space to load): try to set the exact same
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settings on PC and see if the maps load or what. IT'S BCS BUILDING THE MAP
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TEMPORARILY REQUIRES MORE BLOCKS
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- camera bugs in TCC build, also the auto test fails on checking rendered
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pixels -- this may be TCC not supporting C99 fully? but dig up what's going
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on
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- maybe address the jerky rotations? or not?
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- make some kinda repo for world record runs? how will they submit it?
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- LCR_SETTING_TEXTURE_SUBSAMPLE = 0 should turn off texturing completely
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6
make.bat
Normal file
6
make.bat
Normal file
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@ -0,0 +1,6 @@
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:: Win$hit BAT file to help make Licar under that horrible OS. It probably won't
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:: work right away, but can hint on how to compile it. MinGW is used as a compiler.
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:: It's possible to use this under Wine to not have to touch the horrible OS.
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echo making Licar
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bin/g++.exe -std=c99 -DSDL_MAIN_HANDLED -ISDL2-2.30.9/x86_64-w64-mingw32/include/ -LSDL2-2.30.9/x86_64-w64-mingw32/lib/ -o licar.exe frontend_sdl.c -lSDL2
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echo done
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