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Compiling Codename Engine

Do you want to turn your source code into a playable build to play? Then you want to compile the source code, follow this guide.

Open the instructions for your platform.

Windows
  1. Install version 4.3.7 of Haxe.
  2. Download and install git-scm.
    • Leave all installation options as default.
  3. Run setup-windows.bat using cmd or double-clicking it and wait for the libraries to install.
  4. Once the libraries are installed, run haxelib run lime test windows to compile and launch the game (may take a long time)
    • ℹ You can run haxelib run lime setup to make the lime command global, allowing you to execute lime test windows directly.
Linux
  1. Install version 4.3.7 of Haxe.
  2. Install libvlc if not present already.
    • ℹ On certain Arch based distros installing vlc-plugins-all might solve if libvlc alone doesn't work.
  3. Install g++, if not present already.
  4. Download and install git-scm if not present already.
  5. Run setup-unix.sh using the terminal or double-clicking it and wait for the libraries to install.
  6. Once the libraries are installed, run haxelib run lime test linux to compile and launch the game (may take a long time)
    • ℹ You can run haxelib run lime setup to make the lime command global, allowing you to execute lime test linux directly.
MacOS
  1. Install version 4.3.7 of Haxe.
  2. Install Xcode to allow C++ app building.
  3. Download and install git-scm.
  4. Run setup-unix.sh using the terminal and wait for the libraries to install.
  5. Once the libraries are installed, run haxelib run lime test mac to compile and launch the game (may take a long time)
    • ℹ You can run haxelib run lime setup to make the lime command global, allowing you to execute lime test mac directly.

Tip

You can also run ./cne-windows.bat -help or ./cne-unix.sh -help (depending on your platform) to check out more useful commands!
For example ./cne-windows test or ./cne-unix.sh test builds the game and uses the source assets folder instead of the export one for easier development (although you can still use lime test normally).

  • If you're running the terminal from the project's main folder, use instead ./building/cne-windows.bat -COMMAND HERE or ./building/cne-unix.sh -COMMAND HERE depending on your platform.

Generating Codename Engine's API documentation

Mainly recommended if you intend to fork the engine and make your own custom version to publish.
Do you want to generate an API documentation so people can understand and mod your playable build? This documentation can be uploaded to your website.
If you just want to compile the engine normally for your hardcoded mod or for yourself you can skip this step.

Select your platform to continue.

Windows
  1. Run generate-docs-windows.bat using cmd or double-clicking it and wait for the doc.xml to be generated inside the docs folder.
MacOS/Linux
  1. Run generate-docs-unix.sh using the terminal or double-clicking it and wait for the doc.xml to be generated inside the docs folder.
  1. You can use this doc.xml file to generate a full HTML documentation (that you can open in your browser for example) using Haxe's dox generator; check Codename Engine's webiste for example.

Caution

The doc.xml might contain some sensible paths of your computer: make sure to filter the file before publishing it for everyone if you want to keep those paths private!
To filter and delete those paths, you may use Codename Engine's website's doc filter Python script by simply running it in the same folder of your doc.xml file. This script will also delete everything irrelevant to the engine that was generated in your documentation, such as libraries' (like OpenFL or Flixel) APIs.