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GAE, or the Glest Advanced Engine, is a separate fork for Glest. Building GAE in Linux can be done by compiling the source code. GAE uses git, a distributed version control system.

Step by step instructions[]

  • Getting the source:
$ git clone git:// glestae_git

This creates a new folder in the current directory named glestae_git with all the sources and data. The rest of the article assumes you're in this folder.

  • Get the dependencies:
    • g++ (it might work with other compilers)
    • CMake 2.6 or later
    • SDL 1.2.5 or later
    • OpenAL
    • Vorbis
    • Lua 5.1
    • PhysicsFS (physfs) 2.0 or later
    • zlib
    • Freetype
    • libpng
    • glew
    • wxWidgets 2.8 or later, optional, needed for map editor and model viewer
    • CppUnit, optional, needed for testsuite
    • LibXml2, optional, needed for Blender export script
  • Build:
$ mkdir build
$ cd build
$ cmake -DGAE_DATA_DIR=$PWD/../data/game ..
$ make

Set configdir or datadir with -DGAE_CONFIG_DIR=path -DGAE_DATA_DIR=path as argument for cmake. If configdir is not set it defaults to $HOME/.glestae which should be the right choice in most cases. You can edit these values more easily when using a gui like ccmake (ncurses) or cmake-gui (Qt).

For streamlinig this add the following bash function to ~/.bashrc:

function cmakeglest {

        mkdir -p ${buildfolder}
        cd ${buildfolder}
        # saves configs/logs at working dir
        cmake -DGAE_CONFIG_DIR=./ -DGAE_DATA_DIR=${srcfolder}/data/game/ ${srcfolder} &&
        nice make -j2
        cd ${srcfolder}
        return 0

Now you need only this command at the toplevel directory:

$ cmakeglest

Run glestae then with:

$ ./build/source/game/glestadv

It is also possible to generate Eclipse and CodeBlocks projects and start compiling from there. Just use the appropriate generator. Out-of-source builds have some problems in Eclipse, see the associated page.

To keep track of the current development later just pull the new commits to your working copy, don't clone it again:

$ git pull

Then change into the build directory and run (cmake is only needed when source files got deleted or added):

$ cmake .. && make

See Also[]