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Getting Started
In all cases, a recent version of CMake (>3.15.5) is needed.
Our scripts need Visual Studio C++ 2022 (Community edition is OK).
Emscripten must be correctly installed on a Linux system or in WSL ( Windows subsystem for Linux ).
A new build system based on Android Studio is in it's way.
Go to the kigs\scripts folder and launch one of the following script :
- generateWinCMake.bat for the generation of win32 (OpenGL) applications
- generateWinCMake64.bat for the generation of win64 (OpenGL) applications
- generateWinD3DCMake.bat for the generation of win32 (D3D) applications
- generateWinD3DCMake64.bat for the generation of win64 (D3D) applications
- generateWUPD3DCMake.bat for the generation of Universal Windows Platform D3D applications ( only for graphical data driven project )
- generateWUPD3DCMakeARM.bat for the generation of Universal Windows Platform ARM D3D applications (Hololens 2) (Samples don't build/run on this platform)
- generateWUPD3DCMakeARM64.bat for the generation of Universal Windows Platform ARM64 D3D applications (Hololens 2) (Samples don't build/run on this platform)
A new Build[solutionType] folder is created at the same level as kigs folder.
Browse in this folder to reach Build[solutionType]\kigs\projects\ProjectName and choose ProjectName.sln to open it in Visual Studio.
Once the solution is loaded in Visual Studio, set "ProjectName" as your start-up project, choose the build configuration you want :
- StaticDebug : for a compilation with full debug info and no optimization
- StaticReleaseTools : for a compilation with optimizations, but keeping all the export functionalities
- StaticRelease : for full optimizations but no export functionality
Build, launch. That's it (UWP build might need to build twice and deploy).
After Emscripten and CMake were correctly installed (Linux or WSL environment), open a terminal and go to the kigs\scripts folder.
launch :
./generateEmscriptenCMake.sh
A new Build\solutionEmscriptenCMake folder is created at the same level as kigs folder.
Navigate to StaticDebug\kigs\projects\ProjectName or StaticReleaseTools\kigs\projects\ProjectName or StaticRelease\kigs\projects\ProjectName folder in your terminal. Generally, it's easier to develop/debug a Win32 application, and then to build a StaticRelease version of the HTML5 application.
Build with the command :
emmake make
At the end of the build, ProjectName.js, ProjectName.wasm and ProjectName.data have been generated. Copy those files to your ProjectName directory where an index.html and indexDebug.html are present. Create a local webserver and open index.html or indexDebug.html in a Webbrowser.
Go to the kigs\scripts folder and launch the following script :
- generateAndroidCMakeVS.bat
A new Build\solutionAndroidVSCMake folder is created at the same level as kigs folder.
Browse in this folder to reach Build\solutionAndroidVSCMake\kigs\projects\ProjectName and choose ProjectName.sln to open it in Visual Studio.
Once the solution is loaded in Visual Studio, set "kigs.ProjectName.Packaging" as your start-up project, choose the build configuration you want :
- StaticDebug : for a compilation with full debug info and no optimization
- StaticReleaseTools : for a compilation with optimizations, but keeping all the export functionalities
- StaticRelease : for full optimizations but no export functionality
Connect your Android device ( or Android simulator ).
Build, launch. That's it.
This platform doesn't build/launch anymore and we don't have time to fix. Help welcome.
Go to the kigs\projects folder. Launch one of the two present scripts : CreateNewConsoleProject.vbs (for a command line type project) or CreateNewDDProject.vbs (for a graphical data driven project).
Enter a name for the project : a new folder with this name will be created. For example "SimpleTest" and press OK.
Now open "kigs\projects\CMakeLists.txt" file in a text editor and add the line :
add_subdirectory(MyProjectName)
replacing "MyProjectName" by the name of the project (SimpleTest in our example).
Save and close "CMakeLists.txt" file.
Then go to kigs\scripts and launch the script corresponding to the platform you want to build for ( see Building projects )
Kigs framework Wiki - kigs-framework.org
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3.1. CoreModifiable
3.1.1. Upgrador
3.2. Attributes
3.3. Methods
3.4. CoreItem
3.6. Lua Binding
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Other Modules
4.1. FileManager
4.2. Timer
4.3. 2DLayers
4.4. Collision
4.5. GUI
4.6. Input
4.7. SceneGraph
4.8. Renderer