aboutsummaryrefslogtreecommitdiff
path: root/COMPILE.md
diff options
context:
space:
mode:
authorrtm516 <rtm516@users.noreply.github.com>2026-03-17 21:39:22 +0000
committerGitHub <noreply@github.com>2026-03-17 16:39:22 -0500
commit02a5961f39673be403fda3edbf6fb1265bd93477 (patch)
treeade5f3cfd70fcb6e0add6492f182cc571bec7f3a /COMPILE.md
parent1a3fcb5b2010fbbf5ef0ab52f7291a4129f05842 (diff)
Move project to CMake (#781)
* Move to cmake * Move sources to source_groups and ditch more old VS files * Add BuildVer.h generation * Break out cmake source lists to platforms * Don't copy swf files * Revert audio changes from merge * Add platform defines * Match MSBuild flags * Move BuildVer.h to common include and fix rebuild issue * Seperate projects properly * Exclude more files and make sure GameHDD exists * Missing line * Remove remaining VS project files * Update readme and actions * Use incremental LTCG * Update workflows * Update build workflows and output folder * Disable vcpkg checks * Force MSVC * Use precompiled headers * Only use PCH for cpp * Exclude compat_shims from PCH * Handle per-platform source includes * Copy only current platform media * Define Iggy libs per platform * Fix EnsureGameHDD check * Only set WIN32_EXECUTABLE on Windows * Correct Iggy libs path * Remove include of terrain_MipmapLevel * Correct path to xsb/xwb * Implement copilot suggestions * Add clang flags (untested) * Fix robocopy error checking * Update documentation * Drop CMakePresets.json version as we dont use v6 features * Always cleanup artifacts in nightly even if some builds fail * Re-work compiler target options * Move newer iggy dll into redist and cleanup * Fix typos * Remove 'Source Files' from all source groups * Remove old ps1 build scripts
Diffstat (limited to 'COMPILE.md')
-rw-r--r--COMPILE.md40
1 files changed, 20 insertions, 20 deletions
diff --git a/COMPILE.md b/COMPILE.md
index 86fb5cee..4a9d56b9 100644
--- a/COMPILE.md
+++ b/COMPILE.md
@@ -1,16 +1,14 @@
# Compile Instructions
-## Visual Studio (`.sln`)
-
-1. Open `MinecraftConsoles.sln` in Visual Studio 2022.
-2. Set Startup Project:
- - Client: `Minecraft.Client`
- - Dedicated server: `Minecraft.Server`
-3. Select configuration:
- - `Debug` (recommended), or
- - `Release`
-4. Select platform: `Windows64`.
-5. Build and run:
+## Visual Studio
+
+1. Clone or download the repository
+1. Open the repo folder in Visual Studio 2022+.
+2. Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run).
+3. Right click a folder in the solution explorer and switch to the 'CMake Targets View'
+4. Select platform and configuration from the dropdown. EG: `Windows64 - Debug` or `Windows64 - Release`
+5. Pick the startup project `Minecraft.Client.exe` or `Minecraft.Server.exe` using the debug targets dropdown
+6. Build and run the project:
- `Build > Build Solution` (or `Ctrl+Shift+B`)
- Start debugging with `F5`.
@@ -29,50 +27,52 @@
Configure (use your VS Community instance explicitly):
+Open `Developer PowerShell for VS` and run:
+
```powershell
-cmake -S . -B build -G "Visual Studio 17 2022" -A x64 -DCMAKE_GENERATOR_INSTANCE="C:/Program Files/Microsoft Visual Studio/2022/Community"
+cmake --preset windows64
```
Build Debug:
```powershell
-cmake --build build --config Debug --target MinecraftClient
+cmake --build --preset windows64-debug --target Minecraft.Client
```
Build Release:
```powershell
-cmake --build build --config Release --target MinecraftClient
+cmake --build --preset windows64-release --target Minecraft.Client
```
Build Dedicated Server (Debug):
```powershell
-cmake --build build --config Debug --target MinecraftServer
+cmake --build --preset windows64-debug --target Minecraft.Server
```
Build Dedicated Server (Release):
```powershell
-cmake --build build --config Release --target MinecraftServer
+cmake --build --preset windows64-release --target Minecraft.Server
```
Run executable:
```powershell
-cd .\build\Debug
-.\MinecraftClient.exe
+cd .\build\windows64\Minecraft.Client\Debug
+.\Minecraft.Client.exe
```
Run dedicated server:
```powershell
-cd .\build\Debug
+cd .\build\windows64\Minecraft.Server\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
```
Notes:
- The CMake build is Windows-only and x64-only.
- Contributors on macOS or Linux need a Windows machine or VM to build the project. Running the game via Wine is separate from having a supported build environment.
-- Post-build asset copy is automatic for `MinecraftClient` in CMake (Debug and Release variants).
+- Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants).
- The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.