# Compile Instructions ## Visual Studio 1. Clone or download the repository 1. Open the repo folder in Visual Studio 2022+. 2. Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run). 3. Right click a folder in the solution explorer and switch to the 'CMake Targets View' 4. Select platform and configuration from the dropdown. EG: `Windows64 - Debug` or `Windows64 - Release` 5. Pick the startup project `Minecraft.Client.exe` or `Minecraft.Server.exe` using the debug targets dropdown 6. Build and run the project: - `Build > Build Solution` (or `Ctrl+Shift+B`) - Start debugging with `F5`. ### Dedicated server debug arguments - Default debugger arguments for `Minecraft.Server`: - `-port 25565 -bind 0.0.0.0 -name DedicatedServer` - You can override arguments in: - `Project Properties > Debugging > Command Arguments` - `Minecraft.Server` post-build copies only the dedicated-server asset set: - `Common/Media/MediaWindows64.arc` - `Common/res` - `Windows64/GameHDD` ## CMake (Windows x64) Configure (use your VS Community instance explicitly): Open `Developer PowerShell for VS` and run: ```powershell cmake --preset windows64 ``` Build Debug: ```powershell cmake --build --preset windows64-debug --target Minecraft.Client ``` Build Release: ```powershell cmake --build --preset windows64-release --target Minecraft.Client ``` Build Dedicated Server (Debug): ```powershell cmake --build --preset windows64-debug --target Minecraft.Server ``` Build Dedicated Server (Release): ```powershell cmake --build --preset windows64-release --target Minecraft.Server ``` Run executable: ```powershell cd .\build\windows64\Minecraft.Client\Debug .\Minecraft.Client.exe ``` Run dedicated server: ```powershell cd .\build\windows64\Minecraft.Server\Debug .\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer ``` Notes: - Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants). - The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required. ## CMake (Linux x64 Cross-Compile with Clang) Cross-compile Windows x64 binaries on Linux using LLVM/Clang and the Windows SDK obtained via xwin. ### Prerequisites Install the following packages (example for Ubuntu): ```bash sudo apt install clang lld llvm cmake ninja-build rsync cargo ``` Install xwin for downloading the Windows SDK: ```bash cargo install xwin ``` ### Download Windows SDK Download and extract the Windows SDK and CRT: ```bash xwin --accept-license splat --output ~/.cache/xwin/splat ``` Create symlinks to account for Linux filesystems being case sensitive: ```bash WINSDK=~/.cache/xwin/splat ln -sf $WINSDK/sdk/include/shared/sdkddkver.h $WINSDK/sdk/include/shared/SDKDDKVer.h ln -sf $WINSDK/sdk/lib/um/x86_64/xinput9_1_0.lib $WINSDK/sdk/lib/um/x86_64/XInput9_1_0.lib ln -sf $WINSDK/sdk/lib/um/x86_64/ws2_32.lib $WINSDK/sdk/lib/um/x86_64/Ws2_32.lib ``` ### Configure Set environment variables and configure CMake: ```bash export WINSDK=~/.cache/xwin/splat export INCLUDE="$WINSDK/crt/include;$WINSDK/sdk/include/um;$WINSDK/sdk/include/ucrt;$WINSDK/sdk/include/shared" export LIB="$WINSDK/crt/lib/x86_64;$WINSDK/sdk/lib/um/x86_64;$WINSDK/sdk/lib/ucrt/x86_64" cmake -S . -B build/windows64-clang \ -G Ninja \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_C_COMPILER=clang-cl \ -DCMAKE_CXX_COMPILER=clang-cl \ -DCMAKE_LINKER=lld-link \ -DCMAKE_RC_COMPILER=llvm-rc \ -DCMAKE_MT=llvm-mt \ -DPLATFORM_DEFINES="_WINDOWS64" \ -DPLATFORM_NAME="Windows64" \ -DIGGY_LIBS="iggy_w64.lib;iggyperfmon_w64.lib;iggyexpruntime_w64.lib" \ -DCMAKE_SYSTEM_NAME=Windows \ -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded \ -DCMAKE_C_FLAGS="/MT -fms-compatibility -fms-extensions --target=x86_64-pc-windows-msvc -imsvc $WINSDK/crt/include -imsvc $WINSDK/sdk/include/ucrt -imsvc $WINSDK/sdk/include/um -imsvc $WINSDK/sdk/include/shared" \ -DCMAKE_CXX_FLAGS="/MT -fms-compatibility -fms-extensions --target=x86_64-pc-windows-msvc -imsvc $WINSDK/crt/include -imsvc $WINSDK/sdk/include/ucrt -imsvc $WINSDK/sdk/include/um -imsvc $WINSDK/sdk/include/shared" \ -DCMAKE_ASM_MASM_FLAGS="-m64" \ -DCMAKE_EXE_LINKER_FLAGS="-libpath:$WINSDK/crt/lib/x86_64 -libpath:$WINSDK/sdk/lib/um/x86_64 -libpath:$WINSDK/sdk/lib/ucrt/x86_64" ``` ### Build Build Release: ```bash cmake --build build/windows64-clang --config Release ``` Build specific target: ```bash cmake --build build/windows64-clang --config Release --target Minecraft.Client cmake --build build/windows64-clang --config Release --target Minecraft.Server ``` ### Run with Wine Run executable: ```bash cd build/windows64-clang/Minecraft.Client wine ./Minecraft.Client.exe ``` Run dedicated server: ```bash cd build/windows64-clang/Minecraft.Server wine ./Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer ``` ### NixOS / Nix For NixOS or systems with Nix installed, use the provided flake: ```bash nix build .#client nix build .#server ``` Or enter the development shell with all dependencies: ```bash nix develop ``` Notes: - Requires LLVM 15+ with clang-cl, lld-link, llvm-rc, and llvm-mt. - The xwin tool downloads ~1GB of SDK files on first run. - Wine is required to run the compiled Windows executables on Linux.