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Build ‐ macOS
Be sure to check Build for generic instructions.
EmptyEpsilon supports building on both Intel and M-series ARM (M1, M2, etc.) architectures.
If you're building and running EmptyEpsilon locally for development purposes, follow the instructions in the "Basic app target" section.
If you intend to build a DMG for distribution to players that includes all necessary dependencies, follow the instructions in the "DMG packaging" section.
The result of these steps builds a standard macOS .app
, but might require external dependencies.
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Install XCode:
xcode-select --install
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Install the Homebrew package manager to install some dependencies before compiling EmptyEpsilon.
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Install
cmake
to compile your code, and thesdl2
dependency that EmptyEpsilon needs. You can also installgit
viabrew
if necessary.brew install cmake sdl2
You can also compile or install pre-compiled SDL2 libraries yourself. Refer to the official documentation.
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Create a new directory named
emptyepsilon
where the game sources will be fetched, and download SeriousProton (game engine) and EmptyEpsilon (the actual game).mkdir -p emptyepsilon && cd emptyepsilon git clone [email protected]:daid/SeriousProton.git git clone [email protected]:daid/EmptyEpsilon.git
NOTE: To get the source anonymously (if you don't have a GitHub account), use these two commands instead:
git clone https://github.com/daid/SeriousProton.git git clone https://github.com/daid/EmptyEpsilon.git
If you're building a specific release of EmptyEpsilon, remember to checkout the correct tag in both repositories as mentioned in the generic Build instructions!
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Go to the
EmptyEpsilon
directory and compile the game.cd EmptyEpsilon mkdir _build cd _build cmake .. -DCMAKE_INSTALL_PREFIX=. -DSERIOUS_PROTON_DIR=../../SeriousProton/ make && make install
make
builds the binary executable only, whilemake install
copies necessary assets into the.app
bundle.
Once it's built, you can open the game normally by double-clicking the app bundle, or by running it:
EmptyEpsilon.app
To output log information to a terminal window, run the executable within the bundle:
EmptyEpsilon.app/Contents/MacOS/EmptyEpsilon
Game assets, including models, scripts, and music, are stored within the bundle at EmptyEpsilon.app/Contents/Resources/
. The Preferences file is saved to ~/.emptyepsilon/options.ini
.
NOTE: The compiled app still requires SDL2 libraries, such as the Homebrew
sdl2
package, to be installed locally. See DMG packaging to add SDL2 to the app bundle.
To aid compatibility with specific older versions of OS X/macOS, use the MACOSX_DEPLOYMENT_TARGET
environment variable to set a minimum Mac OS X/macOS target version. Setting this lower than 10.15 (EE's default since may 2021) might cause problems when compiling with newer versions of XCode, and SDL2 does not support targeting OS X 10.5 and older.
You can also set this in EmptyEpsilon's CMakeLists.txt
, around the top:
set(ENV{MACOSX_DEPLOYMENT_TARGET} "11.0")
Since May 2021, EE supports packaging a DMG directly through CMake that contains all necessary dependencies for distribution to players.
- Install the Homebrew package manager to install some dependencies before compiling EmptyEpsilon.
- Install
cmake
andninja
to be installed, which you can do via homebrew:-
brew install cmake ninja
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- Create a folder to put all of your EmptyEpsilon files. For example,
~/Documents/emptyepsilon-compile
- Download SDL2
- To generate a DMG package, you cannot use the sdl2 package from homebrew!. Relocatable packages require Frameworks, which homebrew does not install.
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NOTE: Frameworks and homebrew-installed libraries for SDL2 should not be installed simultaneously. However, brew's
sdl2
package might be installed as a dependency of other homebrew packages, particularlyffmpeg
. If you have issues building EmptyEpsilon, you might need to remove all such homebrew package dependencies so you can remove thesdl2
package.
- Create a folder to put your SDL2
.dmg
file. For example,~/Documents/emptyepsilon-compile/SDL2-dmg
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Download the official SDL2 DMG release and save it in
~/Documents/emptyepsilon-compile/SDL2-dmg
.
- Open a terminal and change directories to
~/Documents/emptyepsilon-compile/SDL2-dmg
- Run the following:
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# Update the following version number to the version you downloaded cd ~/Documents/emptyepsilon-compile/SDL2-dmg export SDL2_VERSION=2.30.9 hdiutil attach SDL2-${SDL2_VERSION}.dmg
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- Clone a copy of the EmptyEpsilon and SeriousProton source code in
~/Documents/emptyepsilon-compile
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cd ~/Documents/emptyepsilon-compile git clone https://github.com/daid/SeriousProton git clone https://github.com/daid/EmptyEpsilon
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- Decide which version of EmptyEpsilon you'd like to compile. Check out the appropriate git tag:
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cd ~/Documents/emptyepsilon-compile/SeriousProton git checkout EE-2024.08.09 cd ~/Documents/emptyepsilon-compile/EmptyEpsilon git checkout EE-2024.08.09
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- Create a
sdl2-config.cmake
file which targets the framework. Save it as~/Documents/emptyepsilon-compile/sdl2-config.cmake
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# sdl2-config.cmake # By default, hdiutil will attach to /Volumes/SDL2 set(_SDL2_mountpoint /Volumes/SDL2) find_library(SDL2_LIBRARIES SDL2 PATHS "${_SDL2_mountpoint}") find_path(SDL2_INCLUDE_DIRS SDL.h PATHS "${SDL2_LIBRARIES}" PATH_SUFFIXES Headers) set(SDL2_FRAMEWORK_PATH "${_SDL2_mountpoint}/SDL2.framework") set(SDL2_INCLUDE_DIR "${SDL2_FRAMEWORK_PATH}/Headers") set(SDL2_INCLUDE_DIRS "${SDL2_INCLUDE_DIR};${SDL2_FRAMEWORK_PATH}")
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- Change directories to your EmptyEpsilon source code directory:
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cd ~/Documents/emptyepsilon-compile/EmptyEpsilon
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- Run the following commands:
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# Run this from your EmptyEpsilon source code directory: ~/Documents/emptyepsilon-compile/EmptyEpsilon SDL2_CONFIG_DIR=..
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# Run this from your EmptyEpsilon source code directory: ~/Documents/emptyepsilon-compile/EmptyEpsilon # Be sure to update `DCPACK_PACKAGE_VERSION_MAJOR`, `DCPACK_PACKAGE_VERSION_MINOR`, # and `DCPACK_PACKAGE_VERSION_PATCH` to match the version number you've selected to compile cmake -G Ninja \ -DCMAKE_BUILD_TYPE:STRING=RelWithDebInfo \ -DCPACK_GENERATOR:STRING=DragNDrop \ -DSDL2_DIR:PATH=$SDL2_CONFIG_DIR \ -DSERIOUS_PROTON_DIR=../SeriousProton \ -DCPACK_PACKAGE_VERSION_MAJOR=2024 \ -DCPACK_PACKAGE_VERSION_MINOR=08 \ -DCPACK_PACKAGE_VERSION_PATCH=09 \ -B _build
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# Run this from your EmptyEpsilon source code directory: ~/Documents/emptyepsilon-compile/EmptyEpsilon cmake --build _build --target package --parallel
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- If compilation finishes successfully, you should have an EmptyEpsilon
.dmg
in your~/Documents/emptyepsilon-compile/EmptyEpsilon/_build/
directory, that can be used to install the game or shared with others.
If the build fails with an error about the freetype framework being missing:
CMake Error at /usr/local/Cellar/cmake/3.22.1/share/cmake/Modules/BundleUtilities.cmake:458 (message):
otool -l failed: 1
error: /Library/Developer/CommandLineTools/usr/bin/otool-classic: can't
open file: @rpath/../Frameworks/freetype.framework/Versions/A/freetype (No
such file or directory)
You may need to install it using homebrew, and also manually link it to a path being searched during the build:
brew install freetype
ln -s /usr/local/lib/freetype.framework /Library/Frameworks/
If this still doesn't work, you may need to specify the homebrew path as a CMAKE_PREFIX_PATH
when running the cmake --build
command:
CMAKE_PREFIX_PATH=/usr/local/lib/freetype.framework cmake --build _build --target package --parallel
This might build the DMG, but the resulting app might still fail with a missing freetype library error, in which case ?? please help
The content below is old, kept for posterity. Dive in at your own risk!
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Before October 2021, the project used SFML. Be sure to check the previous instructions if building for an older version.
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In macOS/OS X 10.14 (Mojave) and earlier, Windows binaries also perform well on macOS as both clients and server, including station transparency effects, when run with Wine 4+ (
brew cask install wine-stable
if Homebrew is installed).As of macOS 10.15 (Catalina), 32-bit applications are no longer supported.
wine
does not run on Catalina andwine64
will not run Windows builds of EmptyEpsilon.
By using the above process, end users who try to run your app bundle builds must also install sfml
in order to play. To avoid this, you can bundle the required dependencies using dylibbundler
, which copies the libraries into the app bundle and updates the EmptyEpsilon executable within the bundle to link them.
You'll need to build dylibbundler
from source to get the --search-path
feature, which as of Feb. 2020 is not yet in a released version.
If you've followed the steps to build EmptyEpsilon, you already have everything you need to build dylibbundler
:
git clone https://github.com/auriamg/macdylibbundler.git
cd macdylibbundler
make && make install
Once dylibbundler
is built and installed, go to the EmptyEpsilon build directory containing your newly built EmptyEpsilon.app
bundle and run:
dylibbundler \
--overwrite-dir \
--bundle-deps \
--search-path "/usr/local/lib" \
--fix-file "EmptyEpsilon.app/Contents/MacOS/EmptyEpsilon" \
--dest-dir "EmptyEpsilon.app/Contents/libs"
This will output many warnings that you can disregard. The changes this makes to EmptyEpsilon.app
will increase the bundle's size slightly but should allow you to run the app bundle on Macs that do not have SFML libraries installed.
To compress the EmptyEpsilon.app
bundle and other useful files (such as script_reference.html
), you can build a disk image (DMG).
Copy EmptyEpsilon.app
and any other files you want on the image into a staging directory. For example, from the directory where you built EmptyEpsilon, you can run:
mkdir _staging
cp -r EmptyEpsilon.app script_reference.html _staging
Then use hdiutil
to create a temporary image using that directory as the source:
hdiutil \
create "/tmp/tmp.dmg" \
-ov \
-volname "EmptyEpsilon" \
-fs HFS+ \
-srcfolder "_staging"
Finally, convert the image to a read-only distributible image:
hdiutil \
convert "/tmp/tmp.dmg" \
-format UDZO \
-o "EmptyEpsilon.dmg"
- Home
- Stations
- Main Screen/Captain
- 5-6 Player Crews
- 3-4 Player Crews
- 1 Player Crew
- Game Master
- Additional Stations and Views
- Setting up a Game
- Lore
- Expanding the Game
- Additional Features
- Building from Source