If you want to modify the shader parsers of the graphics library frontends you will need to modify the *.l
and *.y
files and compile them back to the *.cpp
files with Flex and Bison respectively.
If you want to modify the shaders used by the ui library you will need to modify the *.glsl
files and compile them to *.spv
binaries using Glslang. Choose the proper shader type based on the filename suffix.
Below are the instructions to compile Nucleus for different platforms. If you want to cross-compile Nucleus, which is particularly relevant for mobile targets, details for each host compiling platform are provided as well.
- Compiling on Windows: Install Visual Studio 2015. Install all dependencies with vcpkg:
vcpkg install zlib:x64-windows
. Opennucleus.sln
and build the projectnucleus-windows
. Alternatively, if you have the Windows 10 SDK installed you can compile the Universal Windows Platform wrapper by building the projectnucleus-uwp
.
- Compiling on Windows: Install Visual Studio 2015 along with the Windows 10 SDK. Open
nucleus.sln
and build the projectnucleus-uwp
.
- Compiling on Linux: Follow the
.travis.yml
file.
-
Compiling on Windows: Install Visual Studio 2015 along with the Android SDK and Android NDK. Open
nucleus.sln
and build the projectnucleus-android
. -
Compiling on Linux: TODO.
-
Compiling on OS X: TODO.
-
Compiling on Windows: Install Visual Studio 2015. Install OS X in a virtual machine, e.g. via VirtualBox, and ensure that both your host and virtual machine share a network. Install Xcode on the virtual machine. [...]. On your host machine, open
nucleus.sln
and build the projectnucleus-ios
. Observe how nothing works. Cry. -
Compiling on OS X: Buy a Mac. Cry.