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Getting Started

stephassoria edited this page Feb 5, 2020 · 6 revisions

Prerequisites

In all cases, a recent version of CMake (>3.15.5) is needed.

Windows platform

Our scripts need Visual Studio C++ 2019 (Community edition is OK).

HTML5 platform

Emscripten must be correctly installed on a Linux system or in WSL ( Windows subsystem for Linux ).

Android platform

The tools for Visual Studio C++ mobile development must be installed and a recent Android NDK. The Android platform will soon be available.

Building projects

Windows platform

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 )

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 startup project, choose the build configuration you want : StaticDebug (for a compilation with full debug info), 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.

HTML5 platform

After Emscripten and CMake were correctly installed, open a terminal and go to the kigs\scripts folder. lauch :

./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.

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. Open index.html or indexDebug.html in a webbrowser.

Android platform

Will soon be available.

Creating a new project

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 )

  1. Getting Started

  2. Overall features

  3. Advances features

    3.1. CoreModifiable

    3.1.1. Upgrador

    3.2. Attributes

    3.3. Methods

    3.4. CoreItem

    3.5. Signal/Slot/Notification

    3.6. Lua Binding

    3.7. Data Driven Application

  4. 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

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