This article contains compilation instructions for all supported platforms.
You should first read the getting_started page.
The compiler we use on Windows is Microsoft Visual C++ 2013 Express Edition. (GCC is not supported on Windows.)
Mac OS X
.frameworks for SDL2 (for joysticks) and SDL2_mixer (if using SDL2_mixer audio). These can be downloaded from http://www.libsdl.org/.
xxf86vm, xrandr, curses, sdl2, libqt4-dev (although Qt 5 recommended)
See also: build_tools_for_unix
deng_fmod). See below for platform-specific notes.
CONFIG+=deng_nativesdkto your config_user.pri. When you run qmake, it will print a message about the selected SDK. (See config_macx.pri for details. For the needs of the autobuilder, the SDK selection by default occurs based on which version of Qt is available.)
-game doom1-ultimate -iwad \some\path\Doom.wad
-vdmap .. }data -bd Doomsday.app/Contents/Resources -iwad /mypath/Doom.wad -game doom1-ultimate
qmake is a portable compiling system. It works pretty much the same way on all platforms. Brief summary of how to use it: you will need to create an empty directory where the generated binaries and other build files will be stored, and then run qmake from within that directory. For example:
qmake -r ../doomsday/doomsday.pro CONFIG+=deng_notools make make install
You can use the automated build system to create and package a build of the Doomsday Engine. The way to do this is to go to the distrib directory inside the Doomsday source tree and type this command:
It will automatically detect the operating system and create a suitable type of build. The result will appear in the distrib/releases directory.