Update readme for podman changes
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readme.md
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readme.md
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- [JabyEngine](#jabyengine)
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- [About](#about)
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- [Podman](#podman)
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- [How to build](#how-to-build)
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- [Building `JabyEngine` (without VSCode)](#building-jabyengine-without-vscode)
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- [Building support library (without VSCode)](#building-support-library-without-vscode)
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- [Building `Tools` (without VS Code)](#building-tools-without-vs-code)
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- [Building `JabyEngine` (without VS Code)](#building-jabyengine-without-vs-code)
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- [Building support library (without VS Code)](#building-support-library-without-vs-code)
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- [`FontWriter` (without VSCode)](#fontwriter-without-vscode)
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- [Building `PoolBox` (without VSCode)](#building-poolbox-without-vscode)
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- [Media creators](#media-creators)
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## About
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JabyEngine is my personal attempt to eventually make my own PS1 game from "ground up". Originally I didn't indented to release this code publicly but recently I decided to give it a try. If you read this, thank you!
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## Podman
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* `sudo apt install podman`
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* `podman build -t jaby_engine <Folder of Dockerfile>`
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* `podman images`: lists all images
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* `podman image rm <COMMIT ID>`: removes an image
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* `podman run -it <COMMIT ID> /bin/bash`: runs bash and interactive
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* `podman run --rm <-v <local_folder>:<absolute docker_folder> <-e ENV_VAR=VALUE> jaby_engine`: clean up after run
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* `podman image tree <TAG/ID>`: lists usefull information
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* `podman run --rm -it -v ${JABY_ENGINE_PATH}:${JABY_ENGINE_PATH} jaby_engine /bin/bash` maybe a good idea...?
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* `${JABY_ENGINE_PATH}/scripts/podman_jaby_engine.sh make all BUILD_PROFILE=release PSX_TV_FORMAT=PAL CUSTOM_CONFIG=`
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## How to build
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JabyEngine relies on linux to be build. For Windows users it uses `wsl` instead but support for it might get dropped during further development.
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JabyEngine can be build with a docker image using `podman`. Simply run the `install.sh` script from the `podman` folder and you should be good to go.
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`podman_jaby_engine.sh` allows you to easily run the docker image for builds:
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`podman_jaby_engine.sh <project mounting folder>:<working directory relative to project mounting folder> <Command to run> <Arg1> <Args2> <...>`
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The following environment variables should be set:
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* `JABY_ENGINE_PATH`: The path to the root folder of this repo
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* `JABY_ENGINE_PATH`: The path to the root folder of this repo. If you used the `install.sh` script and the environment variable was not set, the script will have set it to the folder. Restarting the shell or VS Code might be required.
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* `PSX_LICENSE_PATH`: The path to a folder containing the PS1 licenses for generating a CD.
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Additionally you can also specify the following optional environment variables:
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* `JABY_ENGINE_NO_DOCKER`: Turns off usage of `podman` for build. This is only recommended for specific development.
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* `JABY_ENGINE_NO_DOCKER`: Turns off the usage of `podman` for builds. This is only recommended for specific development.
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VS Code has build targets set for all the projects which should be build in this order:
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* `src/Tools/Tools.code-workspace`: Build all tools
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* `src/Library/Library.code-workspace`: Build JabyEngine for the configurations you need
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* `support/src/SupportLibrary.code-workspace` (optional): Build for using support code
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* `examples/PoolBox/PoolBox.code-workspace`(optional): Build for an example "game"
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### Building `Tools` (without VS Code)
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`make` requires the following values to be passed:
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* `CARGO_CMD`: `build`
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* `BUILD_PROFILE`: `debug`/`release`
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### Building `JabyEngine` (without VS Code)
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`make` requires the following values to be passed:
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@ -90,4 +93,3 @@ These projects shall eventually turn into useful extensions for the engine. So f
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# TODO before commit
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* Remove `wslpath`
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* Verify template creation
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* Double check documentation
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