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https://github.com/openxcom/openxcom
Open-source clone of the original X-Com 👽
https://github.com/openxcom/openxcom
c-plus-plus game openxcom-game sdl strategy-game-engine turn-based-combat ufo ufo-defense video-game xcom xcom-terror-from-the-deep xcom-ufo-defense
Last synced: 4 days ago
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Open-source clone of the original X-Com 👽
- Host: GitHub
- URL: https://github.com/openxcom/openxcom
- Owner: OpenXcom
- License: gpl-3.0
- Created: 2011-02-06T17:54:56.000Z (almost 14 years ago)
- Default Branch: master
- Last Pushed: 2024-11-17T20:42:59.000Z (about 1 month ago)
- Last Synced: 2024-12-15T02:02:43.043Z (7 days ago)
- Topics: c-plus-plus, game, openxcom-game, sdl, strategy-game-engine, turn-based-combat, ufo, ufo-defense, video-game, xcom, xcom-terror-from-the-deep, xcom-ufo-defense
- Language: C++
- Homepage: https://openxcom.org
- Size: 30 MB
- Stars: 1,924
- Watchers: 119
- Forks: 491
- Open Issues: 44
-
Metadata Files:
- Readme: README-OSX.md
- Changelog: CHANGELOG.txt
- License: LICENSE.txt
Awesome Lists containing this project
README
# Building for MacOS
## Dependencies
To successfully build an OpenXcom OSX bundle you will need to ensure all the relevant dependencies installed in /usr/local/.The dependencies you require are following:
- cmake, version 3.12.0 or later
- SDL (libsdl1.2)
- SDL_mixer (libsdl-mixer1.2)
- SDL_gfx (libsdl-gfx1.2), version 2.0.22 or later
- SDL_image (libsdl-image1.2)
- yaml-cpp, version 0.5 or laterWe recommend using [Homebrew](https://brew.sh) to facilitate this. With a working brew utility installed, run the following:
```
$ brew install cmake yaml-cpp --with-static-lib sdl sdl_gfx sdl_image sdl_mixer --with-flac --with-libmikmod --with-libvorbis --with-static-lib
```
This should install all of these necessary dependencies to their appropriate place under /usr/local.## Building
This project has two ways to build: one with make and the other with Xcode. The make way is typically used for CI builds and produces a similar artifact as the Linux build. If you're just looking to get a quick build, this is a good way to do so. The Xcode way is useful if you're developing features (or bug fixes) and require the need for a debugger or an IDE experience.### Make
1. In the root of the repository, generate the Makefile with cmake (Release is also a valid build type):
```
cmake -DCMAKE_BUILD_TYPE=Debug -B build .
```
1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory.
1. Build the project (2 being the number of threads to run):
```
cmake --build build -j2
```
1. Make sure that you set up your [Data directory](https://github.com/OpenXcom/OpenXcom#directory-locations) properly.
1. Your artifact will be named `openxcom.app` in the build target directory.### Xcode
1. In the root of the repository, generate the XCode project file with cmake (Release is also a valid build type):
```
cmake -DCMAKE_BUILD_TYPE=Debug -G Xcode -B build .
```
1. Open the `OpenXcom.xcodeproj` in Xcode.
1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory.
1. Build with cmd-B
1. Your artifact will be named `openxcom.app` in the build target directory (Debug or Release).## Additional Help
Should you require any further assistance regarding the OSX build - feel free to ask around on the official forums - https://openxcom.org/forum/ or contact us directly on GitHub - [@rcreasey](http://github.com/rcreasey)