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- The latest PhysicsFS information and releases can be found at:
- http://icculus.org/physfs/
- Building is (ahem) very easy.
- ALL PLATFORMS:
- Please understand your rights and mine: read the text file LICENSE.txt in the
- root of the source tree. If you can't abide by it, delete this source tree
- now. The license is extremely liberal, even to closed-source, commercial
- applications.
- If you've got Doxygen (http://www.doxygen.org/) installed, you can run it
- without any command line arguments in the root of the source tree to generate
- the API reference (or build the "docs" target from your build system). This
- is optional. You can browse the API docs online here:
- http://icculus.org/physfs/docs/
- UNIX:
- You will need CMake (http://www.cmake.org/) 2.4 or later installed.
- Make a directory, wherever you like. This will be your build directory.
- Chdir to your build directory. Run "cmake /where/i/unpacked/physfs" to
- generate Makefiles. You can then run "ccmake ." and customize the build,
- but the defaults are probably okay. You can have CMake generate KDevelop
- project files if you prefer these.
- Run "make". PhysicsFS will now build.
- As root, run "make install".
- If you get sick of the library, run "xargs rm < install_manifest.txt" as root
- and it will remove all traces of the library from the system paths.
- Once you are satisfied, you can delete the build directory.
- Primary Unix development is done with GNU/Linux, but PhysicsFS is known to
- work out of the box with several flavors of Unix. It it doesn't work, patches
- to get it running can be sent to icculus@icculus.org.
- BeOS, Zeta, and Haiku:
- Use the "Unix" instructions, above. The CMake port to BeOS is fairly new at
- the time of this writing, but it works. You can get a build of CMake from
- bebits.com or build it yourself from source from cmake.org.
- Windows:
- If building with Cygwin, mingw32, MSYS, or something else that uses the GNU
- toolchain, follow the Unix instructions, above.
- If you want to use Visual Studio, nmake, or the Platform SDK, you will need
- CMake (http://www.cmake.org/) 2.4 or later installed. Point CMake at the
- CMakeLists.txt file in the root of the source directory and hit the
- "Configure" button. After telling it what type of compiler you are targeting
- (Borland, Visual Studio, etc), CMake will process for while and then give you
- a list of options you can change (what archivers you want to support, etc).
- If you aren't sure, the defaults are probably fine. Hit the "Configure"
- button again, then "OK" once configuration has completed with options that
- match your liking. Now project files for your favorite programming
- environment will be generated for you in the directory you specified.
- Go there and use them to build PhysicsFS.
- PhysicsFS will only link directly against system libraries that have existed
- since Windows 95 and Windows NT 3.51. If there's a newer API we want to use,
- we try to dynamically load it at runtime and fallback to a reasonable
- behaviour when we can't find it...this is used for Unicode support and
- locating user-specific directories, etc.
- PhysicsFS has not been tested on 64-bit Windows, but probably works. There is
- no 16-bit Windows support at all. Reports of success and problems can go to
- Ryan at icculus@icculus.org ...
- If someone is willing to maintain prebuilt PhysicsFS DLLs, I'd like to hear
- from you; send an email to icculus@icculus.org ...
- PocketPC/WindowsCE:
- Code exists for PocketPC support, and there are shipping titles that used
- PhysicsFS 1.0 on PocketPC...but it isn't tested in 2.0, and is probably
- broken with the new build system. Please send patches.
- MAC OS 8/9:
- Classic Mac OS support has been dropped in PhysicsFS 2.0. Apple hasn't updated
- pre-OSX versions in more than a decade at this point, none of the hardware
- they've shipped will boot it for almost as many years, and finding
- developer tools for it is becoming almost impossible. As the switch to Intel
- hardware has removed the "Classic" emulation environment, it was time to
- remove support from PhysicsFS. That being said, the PhysicsFS 1.0 branch can
- still target back to Mac OS 8.5, so you can use that if you need support for
- this legacy OS. We still very much support Mac OS X, though: see below.
- MAC OS X:
- You will need CMake (http://www.cmake.org/) 2.4 or later installed.
- You can either generate a Unix makefile with CMake, or generate an Xcode
- project, whichever makes you more comfortable.
- PowerPC and Intel Macs should both be supported.
- If someone is willing to maintain prebuilt PhysicsFS Shared Libraries for
- Mac OS X, I'd like to hear from you; send an email to icculus@icculus.org.
- OS/2:
- You need Innotek GCC and libc installed (or kLIBC). I tried this on a stock
- Warp 4 install, no fixpaks. You need to install link386.exe (Selective
- Install, "link object modules" option). Once klibc and GCC are installed
- correctly, unpack the source to PhysicsFS and run the script
- file "makeos2.cmd". I know this isn't ideal, but I wanted to have this build
- without users having to hunt down a "make" program.
- Someone please port CMake to OS/2. Ideally I'd like to be able to target
- Innotek GCC and OpenWatcom with CMake.
- If someone is willing to maintain prebuilt PhysicsFS Shared Libraries for
- OS/2, I'd like to hear from you; send an email to icculus@icculus.org.
- OTHER PLATFORMS:
- Many Unix-like platforms might "just work" with CMake. Some of these platforms
- are known to have worked at one time, but have not been heavily tested, if
- tested at all. PhysicsFS is, as far as we know, 64-bit and byteorder clean,
- and is known to compile on several compilers across many platforms. To
- implement a new platform or archiver, please read the heavily-commented
- physfs_internal.h and look in the platform/ and archiver/ directories for
- examples.
- --ryan. (icculus@icculus.org)
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