This article contains compilation instructions for all supported platforms.
You should first read the getting_started page.
Regardless of which platform is being used, you'll need to install the Qt libraries and qmake in order to build Doomsday.
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.