/odd-one-out-client

Base code for game3 in 15-466, fall 2017.

Primary LanguageC

Build

Just use the build script provided in build-run.sh. It starts two clients and the server.

Or run build-run.sh with args menu to open to the menu.

The client can be build by going to the client directory and running jam. To enable the DEBUG flag, add -sDEBUG=true.

The server can be build by going to the server directory and running jam. To enable the DEBUG flag, add -sDEBUG=true.

Other

Temp human model in scene is from http://wiki.polycount.com/wiki/BaseMesh

NOTE: please fill in the first section with information about your game.

Game Title

Game Title is Your Name's implementation of Design Document for game3 in 15-466-f17.

Include a Screenshot Here

Build Notes

Include any special notes or steps required to build your game here. If there are no special notes, delete this section.

Asset Pipeline

Briefly describe the asset pipeline for this game. What sorts of source files are used? How are they processed? How are they loaded?

Architecture

Provide a brief introduction to how you implemented the design. Talk about the basic structure of your code.

Reflection

Reflect on the assignment. What was difficult? What worked well? If you were doing it again, what would you change?

Reflect on the design document. What was clear and what was ambiguous? How did you resolve the ambiguities?

About Base3

This game is based on Base3, starter code for game3 in the 15-466-f17 course. It was developed by Jim McCann, and is released into the public domain.

Requirements

  • modern C++ compiler
  • glm
  • libSDL2
  • libpng
  • blender (for mesh export script)

On Linux or OSX these requirements should be available from your package manager without too much hassle.

Building

This code has been set up to be built with FT jam.

Getting Jam

For more information on Jam, see the Jam Documentation page at Perforce, which includes both reference documentation and a getting started guide.

On unixish OSs, Jam is available from your package manager:

	brew install ftjam #on OSX
	apt get ftjam #on Debian-ish Linux

On Windows, you can get a binary from sourceforge, and put it somewhere in your %PATH%. (Possibly: also set the JAM_TOOLSET variable to VISUALC.)

Bulding

Open a terminal (on windows, a Visual Studio Command Prompt), change to this directory, and type:

	jam

Building (local libs)

Depending on your OSX, clone kit-libs-linux, kit-libs-osx, or kit-libs-win as a subdirectory of the current directory.

The Jamfile sets up library and header search paths such that local libraries will be preferred over system libraries.