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The easiest way to contribute is to fork, experiment, and make PRs.
There are 3 domains where contribution is needed:
- Game logic
- Engine
- Artistic assets
The game logic is a lot more dev-friendly than the engine itself and needs less experience. We put some efforts to create an abstraction layer for the game logic that allows to create easily some features.
Before starting, you must read these docs:
If you don't know where to put your game logic code, use physics.cpp as a sandbox. There are also some sample codes here you should see. We will move them in a right location later.
The dev community is mainly on IRC : #project-trillek on Freenode.
trillek-client is licensed under LGPL.
To build Trillek from source you must have installed CMake and one of the following compilers:
- GCC 4.8 or newer;
- Clang 3.4 or newer (Xcode 5.1 or newer on OS X);
- Visual Studio 2010 or newer;
Nightly binary distributions are not yet available.
Trillek depends on the following libraries:
- GLFW3
- GLM
- Bullet Physics (bullet with double precision)
- GLEW
- OpenAL (with OggVorbis support)
- Alure
- RapidJSON
- Lua
- LuaWrapper
To retrieve a copy of the Trillek code and assets, clone the repository and its submodules.
git clone https://github.com/trillek-team/trillek-client-core.git
cd trillek-client-core
git submodule update --init common
cd common
git submodule update --init
Avoid using the Download Zip option on GitHub. This will not download the assets submodule.
Platform specific build instructions are available on the Wiki.
On Linux, you can get some inspiration by checking the travis-ci script that builds the client from scratch.