https://github.com/phoboslab/high_biolab
Jump'n'run written in C using high_impact
https://github.com/phoboslab/high_biolab
Last synced: 11 months ago
JSON representation
Jump'n'run written in C using high_impact
- Host: GitHub
- URL: https://github.com/phoboslab/high_biolab
- Owner: phoboslab
- Created: 2024-08-04T11:08:44.000Z (over 1 year ago)
- Default Branch: master
- Last Pushed: 2024-11-26T08:06:45.000Z (over 1 year ago)
- Last Synced: 2025-03-26T23:07:26.210Z (12 months ago)
- Language: C
- Size: 40.4 MB
- Stars: 66
- Watchers: 1
- Forks: 7
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- awesome-emscripten - Biolab Disaster
README
# Biolab Disaster
This is the source code for the 2d platformer Biolab Disaster, using the [high_impact](https://github.com/phoboslab/high_impact) game engine.
Play the WASM version here: https://phoboslab.org/high_impact/biolab
More about high_impact in my Blog [Porting my JavaScript Game Engine to C for No Reason](https://phoboslab.org/log/2024/08/high_impact)
## Building
A Makefile that converts all assets and compiles with different platforms and
renderers is provided. See the first few lines in `Makefile` for more info.
### All
1. Clone this repository
2. `git submodule update --init`
### Windows Sokol
1. Download and install msys2: https://www.msys2.org/
2. start the msys2 ucrt64 shell
3. install gcc: `pacman -S mingw-w64-ucrt-x86_64-gcc`
5. install make: `pacman -S make`
6. `make sokol`
7. run `(cd build && ./game_sokol.exe)`
### Windows SDL2
1. Download and install msys2: https://www.msys2.org/
2. start the msys2 ucrt64 shell
3. install gcc: `pacman -S mingw-w64-ucrt-x86_64-gcc`
5. install make: `pacman -S make`
6. install sdl2: `pacman -S mingw-w64-ucrt-x86_64-SDL2`
7. `make sdl`
8. copy `C:\msys64\ucrt64\bin\SDL2.dll` into `build` and run `(cd build && ./game_sdl.exe)`
### macOS Sokol
1. `make sokol`
2. run `(cd build && ./game_sokol)`
### macOS SDL2
1. Install homebrew: https://brew.sh/
2. install sdl2: `brew install sdl2`
3. `make sdl`
4. run `(cd build && ./game_sdl)`
### Debian/Ubuntu Sokol
1. `apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev`
2. `make sokol`
3. run `(cd build && ./game_sokol)`
### Debian/Ubuntu SDL2
1. `apt install libsdl2-dev`
2. `make sdl`
3. run `(cd build && ./game_sdl)`
### Arch Sokol
1. `pacman install libx11 libxcursor libxi alsa-lib`
2. `make sokol`
3. run `(cd build && ./game_sokol)`
### Arch SDL2
1. `pacman -S sdl2`
2. `make sdl`
3. run `(cd build && ./game_sdl)`
### Fedora Sokol
1. `dnf install libX11-devel libXcursor-devel libXi-devel alsa-lib-devel`
2. `make sokol`
3. run `(cd build && ./game_sokol)`
### Fedora SDL2
1. `dnf install SDL2-devel`
2. `make sdl`
3. run `(cd build && ./game_sdl)`
### OpenSUSE Sokol
1. `zypper install libX11-devel libXcursor-devel libXi-devel alsa-lib-devel`
2. `make sokol`
3. run `(cd build && ./game_sokol)`
### OpenSUSE SDL2
1. `zypper install SDL2-devel`
2. `make sdl`
3. run `(cd build && ./game_sdl)`
### Emscripten
1. Install and activate `emsdk`
2. `make wasm`
3. copy `build/wasm/*` to your webserver
## License
All high_impact and game code is MIT Licensed, though some of the libraries (`high_impact/libs/`) come with their own (permissive) license. Check the header files.
**Note that the assets (sound, music, graphics) don't come with any license. You cannot use those in your own games**