Add linux building instructions

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@ -4,7 +4,9 @@ The launcher is the way we communitcate to outside the game, it does a few autom
**To clone this repository**: `git clone --recurse-submodules https://github.com/BeamMP/BeamMP-Launcher.git`
## How to build - Release
## How to build for Windows
### Release
In the root directory of the project,
1. `cmake -DCMAKE_BUILD_TYPE=Release . -B bin -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static`
@ -12,10 +14,41 @@ In the root directory of the project,
Remember to change `C:/vcpkg` to wherever you have vcpkg installed.
## How to build - Debug
### Debug
In the root directory of the project,
1. `cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static`
2. `cmake --build bin --parallel`
Remember to change `C:/vcpkg` to wherever you have vcpkg installed.
## How to build for Linux
Make sure you have the necessary development tools installed
- Debian: `sudo apt install build-essential`
- Fedora: `sudo dnf groupinstall "Development Tools"`
- Arch: `sudo pacman -S base-devel`
- openSUSE: `zypper in -t pattern devel-basis`
### Release
In the root directory of the project,
1. `cmake -DCMAKE_BUILD_TYPE=Release . -B bin -DCMAKE_TOOLCHAIN_FILE=/~/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux`
2. `cmake --build bin --parallel --config Release`
Remember to change `/~/vcpkg` to wherever you have vcpkg installed.
### Debug
In the root directory of the project,
1. `cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=/~/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux`
2. `cmake --build bin --parallel`
Remember to change `/~/vcpkg` to wherever you have vcpkg installed.
## Running out of RAM while building
Should you run out of RAM while building, you can ommit the `--parallel` intruction, it will then use less RAM due to building only on one CPU thread.
You can also specify a number of threads to use, for example `--parallel 4` will use four CPU threads, but due to the small project size, you may be faster just omitting `--parallel` instead of trying to find the highest possible multithread number