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https://github.com/pukoren/exploot-client
The Exploot MMO game client
https://github.com/pukoren/exploot-client
Last synced: 20 days ago
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The Exploot MMO game client
- Host: GitHub
- URL: https://github.com/pukoren/exploot-client
- Owner: PuKoren
- License: gpl-2.0
- Created: 2014-11-26T15:07:10.000Z (about 10 years ago)
- Default Branch: master
- Last Pushed: 2016-01-10T12:19:52.000Z (about 9 years ago)
- Last Synced: 2023-06-09T08:35:14.356Z (over 1 year ago)
- Language: C++
- Size: 8.84 MB
- Stars: 4
- Watchers: 3
- Forks: 0
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
exploot-client
==============The Exploot MMO game client
## Submodules
There is some git submodules to fetch before you go any further
```
git submodule update --init
```
It should clone exploot-protobuf and excellent https://github.com/elvman/RealisticWaterSceneNode
Once cloned, one should run ```build.sh``` script in the ```submodules/exploot-protobuf``` folder (and everytime exploot-protobuf is updated :( I think there is a better way to handle this! Grunt someone?)
Then go to the ```submodules/RealisticWaterSceneNode/RealisticWater.h``` and change `````` to ``````. A fork may be needed but hey, it's just a one-time edit.## Dependencies
### Arch Linux
Make sure you have the pacman base-devel installed
```bash
pacman -S irrlicht bullet enet protobuf-c
```### Windows
If you use Visual Studio, all the crap is pre-configured in the SLN but not maintained, make pull requests if you make it works. Libs are also versionned because maintaining dependencies on Windows is a total brainfuck.## Compile
### Unix-based systems
Create a build directory inside your sources, like ``mkdir build`` and then ```cd``` into it.
```
cmake ../.
make
```### Windows
Open .sln with Visual Studio and hit F5