[Kde-games-devel] Kolf Art?

Casper van Donderen casper.vandonderen at gmail.com
Wed Sep 2 17:47:50 CEST 2009


When you happen to be on Windows and are using the emerge scripts: emerge kolf-ng

Casper 
------Original Message------
From: Matthew Woehlke
To: kde-games-devel at kde.org
ReplyTo: KDE games development
Subject: Re: [Kde-games-devel] Kolf Art?
Sent: Sep 2, 2009 17:44

Zeng Huan wrote:
> Thank you for your help ^_^
> Here is the instruction for building up the test environment:
> 1)check it out from the svn server:
> $ svn co -N svn://anonsvn.kde.org/home/kde/trunk/playground/games/
> 
> 2)check out the cmake module, we need it to find the ODE engine:
> $ cd games
> $ svn up cmake
> 
> 3)check out kolf-ng itself
> $ svn up kolf-ng
> 
> 4)do the configuration and make the makefile
> $ cmake .
> 
> 5)make
> $ make
> 
> 6)install it as root
> # make install

Eew, please don't abuse root. Instead of 'cmake .', use 'cmake 
-DCMAKE_INSTALL_PREFIX=/somewhere /path/to/source', where your user has 
write access to '/somewhere' (replace with something more sensible, 
obviously). You might also want to use a separate build directory.

There are instructions for building KDE trunk here:
http://techbase.kde.org/Getting_Started/Build/KDE4

You don't have to build all of KDE, but you can apply the same machinery 
to just a module.

Actually for testing stuff in playground there isn't much reason even to 
install, you can just run stuff from the build directory. About the only 
advantage you get is you can have /somewhere be a generic place that you 
put software you build yourself, and then add /somewhere/bin to your $PATH.

-- 
Matthew
Please do not quote my e-mail address unobfuscated in message bodies.
-- 
Hey! Where's the witty punchline?
(with apologies to Hostess)

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