Comments (6)
I think we can put the instructions I've given here into the README as well
from surrealengine.
I think you're trying to build it from the project's root directory, thus ld
gets confused because SurrealEngine
is also a folder within the project's root folder.
Try to make a "build" folder and compile everything from there:
mkdir build
cd build
cmake ..
make
from surrealengine.
I think you're trying to build it from the project's root directory, thus
ld
gets confused becauseSurrealEngine
is also a folder within the project's root folder.Try to make a "build" folder and compile everything from there:
mkdir build
cd build
cmake ..
make
Thanks those instructions worked, @dpjudas should have proper instructions on the readme on how to build instead of just saying "Use CMake to build the project."
from surrealengine.
Sorry, I never made such a instruction since I didn't know this was a problem in the first place. There are so many ways things can be set up that it is difficult to know about every situation, especially on Linux.
That's why the instruction is so generic - packages have different names depending on distro. They have different compilers (gcc vs clang), different versions of the compiler, etc.
That said, we could rename the sources folder to avoid this situation, or maybe rename the executable on Linux. The exe should probably be renamed to surreal-engine. Using CamelCase for executables on Linux makes things look out of place.
from surrealengine.
Awesome thanks also I would suggest doing make -j(nproc)
instead of make -j 16
on the build instructions so it will automatically use the cores a system has instead of assuming there is 16 for example. 😃
from surrealengine.
Sorry, I never made such a instruction since I didn't know this was a problem in the first place. There are so many ways things can be set up that it is difficult to know about every situation, especially on Linux.
That's why the instruction is so generic - packages have different names depending on distro. They have different compilers (gcc vs clang), different versions of the compiler, etc.
That said, we could rename the sources folder to avoid this situation, or maybe rename the executable on Linux. The exe should probably be renamed to surreal-engine. Using CamelCase for executables on Linux makes things look out of place.
Hey it's all good and not that complicated at all on Linux while also being pretty universal, all Linux distros will contain gcc, make, cmake etc so if you are using make and cmake then all distros will support it and have the same compilers. 👍
from surrealengine.
Related Issues (20)
- Is Unreal first level playable ? HOT 2
- Guns aren't falling to the ground after player death
- Collision cylinders aren't being respected properly HOT 2
- Ripper projectile unrealscript crash (Razor2.SetRoll not found) HOT 2
- Sudden "drop" after walking off an edge
- Aggressive acceleration when jumping/dodging
- Actor meshes drawn with 'Skin' set to None are invisible
- `Segmentation fault when running` on Linux HOT 5
- Stable branch HOT 4
- Linux (Arch) compile errors HOT 9
- Project Goals? HOT 1
- editor segfaults on Linux HOT 7
- Objects behind the transparent surfaces get rendered "above" them
- I can't run Rune game HOT 7
- stupid question HOT 3
- it's not possible to retrieve Flak Cannon on DM-Agony (collision checking issue?) HOT 11
- Any plans to support ut2004 in the future? HOT 2
- Tactical ops HOT 1
- Is it possible to make standalone games on the engine? HOT 3
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from surrealengine.