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 Post subject: Guide to Building Cubiquity
PostPosted: Sat Nov 25, 2017 3:38 am 
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Joined: Tue Feb 05, 2013 5:44 pm
Posts: 33
Since the Cubiquity INSTALL file doesn't provide guidance, here is what you have to do for Windows:

  • Download and install doxygen for Windows
  • Download and install cmake for Windows
  • Download and install Visual Studio
  • From the command prompt run these commands:
    see here to get the Visual Studio number if you're using something other than VS 2015
    Code:
    mkdir build
    cd build
    cmake .. -G"Visual Studio 14 Win64"
    cd ..
    mkdir build-x86
    cd build-x86
    cmake ..
  • Open the build/Cubiquity.sln file in Visual Studio, change the configuration to Release mode (not debug mode), and build
  • Open the build-x86/Cubiquity.sln file in Visual Studio, change the configuration to Release mode, and build
  • The binaries for x64 are now in build/bin/Release and build-x86/bin/Release
  • Replace the binaries in your Unity project with the newly built binaries

I will update this thread when I have to build for Linux and OSX, but the build process should be similar.


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 Post subject: Re: Guide to Building Cubiquity
PostPosted: Tue Nov 28, 2017 7:39 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Thanks! Yes, the process should be similar for Linux and OS X. I recall that on OS X there is some care needed to build the correct kind of library... some distinction between dynamic libraries which are loaded at application startup vs those which are loaded as plugins. Hopefully the required CMake stuff is in place to make it work but I'm a bit hazy I'm afraid (OS X was always painful because I was doing it all in a VM), but if you can't make it work then let me know.

So am I right in thinking you are using Cubiquity for BlockSpell?


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 Post subject: Re: Guide to Building Cubiquity
PostPosted: Thu Dec 07, 2017 1:02 am 
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Joined: Tue Feb 05, 2013 5:44 pm
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David Williams wrote:
Thanks! Yes, the process should be similar for Linux and OS X. I recall that on OS X there is some care needed to build the correct kind of library... some distinction between dynamic libraries which are loaded at application startup vs those which are loaded as plugins. Hopefully the required CMake stuff is in place to make it work but I'm a bit hazy I'm afraid (OS X was always painful because I was doing it all in a VM), but if you can't make it work then let me know.

So am I right in thinking you are using Cubiquity for BlockSpell?


That's right! I had to disable the "merge adjacent faces that are the same color" feature of PolyVox since I am applying my own shading on the Unity side, and it was messing with the water waves shader (ugly cracks between faces being animated). That required a re-build of Cubiquity.


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