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README.md
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README.md
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## URDE
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**Status:** In-Game with 0-00 (v1.088) only
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**Status:** Metroid Prime 1 In-Game (all retail GC versions)
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**Official Discord Channel:** https://discord.gg/AMBVFuf
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Everything else is much too experimental to make portable/stable release builds (for now)
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### Platform Support
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* Windows 7+ (64-bit support only)
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* macOS 10.11+ (10.15+ / Xcode 11.5+ to build)
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* Linux
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* Windows 10 (64-bit, D3D11 / Vulkan)
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* macOS 10.15+ (Metal)
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* Linux (Vulkan)
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* Arch is known to function with [`glx` vendor setup instructions](https://wiki.archlinux.org/index.php/Category:Graphics) *(main development/testing OS)*
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* **[WIP]** Vulkan loader detection is also integrated into the cmake for Linux
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* **[Coming Soon]** FreeBSD
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* Much multimedia functionality is in place, but not fully tested
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* Other distros with reasonably up-to-date packages will work (specific packages TBD)
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### Usage
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cd urde-build
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```
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### Build Directions
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#### ninja
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### Update Directions
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```sh
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cd urde
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git pull
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git submodule update --recursive
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```
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### Build Directions
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For Windows, it's recommended to use Visual Studio. See below.
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#### ninja (Windows/macOS/Linux)
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```sh
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cd urde-build
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cmake -DCMAKE_BUILD_TYPE=Debug -G Ninja ../urde
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ninja
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```
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- Use clang+lld (faster linking): `-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++`
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- Optimize for current CPU (resulting binaries are not portable): `-DURDE_VECTOR_ISA=native`
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#### CLion
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#### CLion (Windows/macOS/Linux)
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*(main development / debugging IDE)*
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Open the repository's `CMakeLists.txt`.
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Configure CMake options via `File` > `Settings` > `Build, Execution, Deployment` > `CMake`.
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Optionally configure CMake options via `File` > `Settings` > `Build, Execution, Deployment` > `CMake`.
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It's recommended to create a new `Toolchain` with `clang`/`clang++` and configure the CMake profiles to use it.
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#### Qt Creator
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#### Qt Creator (Windows/macOS/Linux)
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Open the repository's `CMakeLists.txt` via File > Open File or Project.
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Configure the desired CMake targets to build in the *Projects* area of the IDE.
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Build / Debug / Run on Windows, macOS and Linux in a unified way.
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#### Visual Studio
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#### Visual Studio (Windows)
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Verify all required VS packages are installed from the above **Build Prerequisites** section.
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Open the `urde` directory in Visual Studio (automatically imports CMake configuration).
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Open the `urde` directory in Visual Studio (imports CMake configuration).
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Follow [these instructions to use clang-cl](https://docs.microsoft.com/en-us/cpp/build/clang-support-cmake?view=vs-2019).
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The build will **not** work with the normal VS compiler!
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MSVC and clang-cl configurations should import automatically.
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#### Xcode
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#### Xcode (macOS)
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```sh
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cmake -G Xcode -DCMAKE_BUILD_TYPE=Debug ../urde
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cmake -G Xcode ../urde
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```
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Then open `urde.xcodeproj`
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