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JamTemplateCpp

Build Status codecov

About

This is the JamTemplate for kickstarting your gamejam entry. It will compile C++20 code for native (Win, Linux) and web (webassembly) games. Internally it uses SFML, SDL and OpenALpp.

Some games created with this JamTemplate are

  • Fruit Lovin Monkey Pirates (Action Sailing Game, Native & Web, FrankenGameJam 2023)
  • Medibellum (Multiplayer Autobattler Game, Native, Kajam-13 2023)
  • Mines of Gloria (Incremental Clicker Game, Native & Web, ClickerJam Spring 2023)
  • Tworld (Jump and Run, Native & Web, FrankenGameJam 2022)
  • Funky Trip (Top Down ARPG, Native & Web, Alakajam 14 2022)
  • Gemga (Puzzler, Native & Web, FrankenGameJam 2021)
  • Quasar Rush (Physics based puzzle game, Native & Web, A Game By Its Cover 2021)
  • Space Turtles (Multiplayer SHMUP, Native, MultiplayerKajam 2021)
  • Tricky Tractor (Puzzler, Native, FrankenGameJam 2020)
  • Burning Glyphs (FPS, Web, 7DFPS 2020)
  • Grounded (2 Player Couch Battle, Native, FrankenGameJam 2019)

and more at my game portfolio.

Setup

Visual Studio

  1. create build directory build at root level
  2. open command line (win+r cmd)
  3. navigate to the just created build folder
  4. type cmake ../
  5. Open generated solution file with Visual Studio

Clion (Win, Linux)

  1. open project folder in clion

Building for Web

I run it with WSL2, but every system capable of running webassembly / emscripten should work.

Preconditions:

Setup

  1. emcmake cmake -DJT_ENABLE_WEB=ON ../
  2. on the first run emmake make (do not pass -j, otherwise emscripten will get stuck with pulling libraries)
  3. on consecutive runs: emmake make -j
  4. http-server . to start a webserver locally. (needs to be installed separately)
  5. open browser on http://127.0.0.1:8080/ to test locally

Mac

For mac os you have to install cmake and sfml via homebrew: brew install cmake sfml If you use another package manager or want to install the dependencies yourself, you have to modify the paths in CMakeLists.txt.

Deployment

Automatic creation of the files is automated via github actions. If a release is created with semantic versioning ( e.g. v1.2.3), a deployment build is triggered, which builds the game executable for windows, linux, mac and web and attaches the zipped files to the release once the build is finished. The archives can directly be uploaded on itch, gamejolt or any other website.

Note: Only the game executable and the assets folder is included in the archive. If more files are required, either adjust the deployment script (.github/workflows/deploy.yml) or place them in the assets folder.

CMake options

The options can be set to ON or OFF via the cmake commandline or cmake-gui:

  • JT_ENABLE_UNITTESTS - Enables gtest and the unit tests
  • JT_ENABLE_PERFORMANCETESTS Enables the performance tests
  • JT_ENABLE_DEMOS - Enables the demos (small example programs which showcase a specific theme)
  • JT_ENABLE_WEB - Webbuild
  • USE_SFML - If ON, SFML will be used, if OFF, SDL will be used (SDL works best on linux)
  • JT_ENABLE_AUDIO_TESTS - Some of the tests rely on a working audio setup, which seemingly cannot be faked easily. This switch disables those specific tests, in case no audio is available on the respective machine.
  • JT_ENABLE_CLANG_TIDY - Enable clang tidy checker
  • JT_ENABLE_LTO_OPTIMIZATION - Enable Link time optimization. This gives higher runtime performance for the cost of increased build and link times.

e.g. calling cmake ../ -DJT_ENABLE_UNITTESTS=ON -DENABLE_DEMOS=ON

Code Coverage

Code Coverage is reported via CodeCov

A local run (without the artifacts) can be executed e.g. on Windows via OpenCppCoverage:

OpenCppCoverage.exe --sources C:\projects\JamTemplateCpp\* --excluded_sources C:\projects\JamTemplateCpp\test\* --excluded_sources C:\projects\JamTemplateCpp\ext\* --excluded_sources C:\projects\JamTemplateCpp\cmake-build-debug\* .\cmake-build-debug\test\unit\jt_test\jt_tests.exe

Performance benchmark

Please check the performance benchmark report.

1hgj setup (recommended steps)

  • Use this repo as a template
  • Clone the new repository
  • Remove the folders
    • test
    • assets/test
    • .github/workflows/ everything except deploy.yml
  • Changes in CMakeLists.txt:
    • Set the project name
    • Remove or comment the line add_subdirectory(test)
  • Change js filename in index.html
  • Set most cmake variables to OFF in config/cmake/cache_variables.cmake
  • Import a new palette into impl/gamelib/game_properties.cpp, e.g. from this website ( save as gpl and paste file content)
  • Change impl/gamelib/game_properties.hpp settings as needed (window size, jam, author and date)

Starting on Linux

FMod cannot be linked statically in the indie tier. Thus you need to provide the so while loading. Linux does not look in the local path by default. To fix this, you can add the following variable when starting the exe

LD_LIBRARY_PATH=<path_to_build_dir>impl/game