Nuclide
Software Development Kit for id Tech
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If you don't plan on modifying the engine, then you can grab binaries from FTEQW and move them into the root directory.
Nuclide is entirely game-logic oriented, so it only requires a working QuakeC compiler. In our case FTEQCC. Which you can also build with:
The resulting binary ./fteqcc
will then be used to build the game-logic related targets.
Besides a working C compiler, such as gcc
or clang
, the QuakeC compiler shouldn't need any other dependencies. Click here for a full list of dependencies for the various optional components.
[!tip]
make help
will always show a list of available targets, including their purpose.
You can issue the following to check for updates of tools/dependencies:
You can build games by running the following command:
Adjust the GAME argument to select which game you want to build. The game base
is the assumed, default target.
Usually, the resulting files are progs.dat
, csprogs.dat
and (sometimes) menu.dat
. Those are the libraries dealing with the Server, Client and Menu aspect of the game respectively.
They are accompanied by name-matching .lno
files. These contain extra debugging information helpful to the engine. They can be stripped from a shipping build of your game.
[!tip] You do not need to rebuild the logic for each and every platform. The results will be identical, since QuakeC is not machine code.
Issue the following to build a generic version of the engine FTEQW:
Which you can then run with ./fteqw -game base
. For more information on launching games, mods, check out the page on Launching.
Some engine features are only available as a plugin. See $ make help
for info on how to build them.
If you want to build a custom version of the engine, with custom branding and the ability to strip unneeded functionality out of the binary, you can make a copy of ThirdParty/fteqw/engine/common/config_fteqw.h
, adjust it and save it under your game directory as engine.h
. When issuing the command:
It will then look for yourgame/engine.h
, and build a copy of FTEQW against it. The output will normally be something along the lines of yourgame_x64
. The name can be changed by passing NAME=YourGame
to the make program.
Issue the following to build GtkRadiant:
A launcher will be created in the root directory allowing you to launch it via ./radiant
.
For documentation regarding Radiant and general id Tech level design, you can visit this page.