In order to build SuperTuxKart from source, you'll need both the code and the assets (See https://supertuxkart.net/Source_control for more information):
git clone https://github.com/supertuxkart/stk-code stk-code
svn co https://svn.code.sf.net/p/supertuxkart/code/stk-assets stk-assets
To build SuperTuxKart from source, you'll need to install the following packages:
- OpenGL (mesa)
- OpenAL (recommended: openal-soft-devel)
- Ogg (libogg-dev)
- Vorbis (libvorbis-dev)
- Freetype (libfreetype6-dev)
- Harfbuzz (libharfbuzz-dev)
- Fribidi (libfribidi-dev)
- libcurl (libcurl-devel)
- libbluetooth (bluez-devel)
- libnettle (nettle-dev)
- libpng (libpng-devel)
- zlib (zlib-devel)
- jpeg (libjpeg-turbo-devel)
Fedora command:
sudo dnf install @development-tools cmake bluez-libs-devel \
openssl-devel libcurl-devel freetype-devel harfbuzz-devel fribidi-devel mesa-libGL-devel \
libjpeg-turbo-devel libogg-devel openal-soft-devel libpng-devel \
libvorbis-devel libXrandr-devel libGLEW nettle-devel pkgconf zlib-devel
Mageia 6 command:
su -c 'urpmi gcc-c++ cmake openssl-devel libcurl-devel freetype-devel harfbuzz-devel \
fribidi-devel libjpeg-turbo-devel libogg-devel openal-soft-devel \
libpng-devel libvorbis-devel nettle-devel zlib-devel git subversion \
mesa-comon-devel libxrandr-devel libbluez-devel libfreetype6-devel'
OpenSUSE command:
sudo zypper install gcc-c++ cmake openssl-devel libcurl-devel \
freetype-devel harfbuzz-devel fribidi-devel libogg-devel openal-soft-devel libpng-devel \
libvorbis-devel libXrandr-devel pkgconf zlib-devel enet-devel glew-devel \
libjpeg-devel bluez-devel freetype2-devel glu-devel
Ubuntu command:
sudo apt-get install build-essential cmake libbluetooth-dev \
libcurl4-openssl-dev libenet-dev libfreetype6-dev libharfbuzz-dev libfribidi-dev \
libgl1-mesa-dev libglew-dev libjpeg-dev libogg-dev libopenal-dev libpng-dev \
libssl-dev libvorbis-dev libxrandr-dev libx11-dev nettle-dev pkg-config zlib1g-dev
To build the in-game recorder for STK, you have to install
libopenglrecorder from your distribution, or compile it yourself from here.
Compilation instruction is explained there. If you don't need this feature, pass -DBUILD_RECORDER=off
to cmake.
To compile SuperTuxKart, run the following commands inside stk-code
directory
# go into the stk-code directory
cd stk-code
# create and enter the cmake_build directory
mkdir cmake_build
cd cmake_build
# run cmake to generate the makefile
cmake ..
# compile
make -j$(nproc)
STK can then be run from the build directory with bin/supertuxkart
To recompile the latest code without redownloading the entire source, first run the svn up
command inside the 'stk-assets' directory, then run the following commands inside the 'stk-code' directory:
git pull
cd cmake_build
cmake ..
make -j$(nproc)
"-j$(nproc)" is an example, for a faster build, use "-jx" instead, where "x" is the amount of CPU threads you have, minus one.
To create a debug version of STK, run:
cmake .. -DCMAKE_BUILD_TYPE=Debug
You can install your build system-wide:
sudo make install
The default install location is /usr/local
, i.e. the data files will
be written to /usr/local/share/games/supertuxkart
, the executable
will be copied to /usr/local/bin
. To change the default installation
location, specify CMAKE_INSTALL_PREFIX
when running cmake, e.g.:
cmake .. -DCMAKE_INSTALL_PREFIX=/opt/stk
To Build SuperTuxKart on Windows, follow these instructions:
- Download and install Visual Studio from here: Visual Studio - Download. The free Visual Studio Community edition works fine. Remember to select "Desktop development with C++" in the installer.
2a. If you want the stable version, download the SuperTuxKart source package from the latest stable version SuperTuxKart download area - SourceForge.net and unpack it.
2b. If you want the development version, you will need a Git client and a SVN client. More information can be found here: SuperTuxKart.net - Source Control.
Open your file browser and find somewhere you want to put the development version of SuperTuxKart. For example in C:\Users<Your Username> as the Git and SVN clients will have write permissions there, and you should create its own directory, for example SuperTuxKart-dev. Enter that directory, and create a directory inside called stk-assets, and enter it. If you installed TortoiseSVN, right-click, select TortoiseSVN -> Checkout... and paste the correspodning URL found in SuperTuxKart.net - Source Control. While it is downloading the game assets, go back to your file browser and one level up. Right-click again somewhere empty and select "Git clone..." and paste the corresponding link found in SuperTuxKart.net - Source Control.
Note: Both stk-code
and stk-assets
must be in the same directory, otherwise the build will likely fail!
3a. If you got the stable version, download the Windows dependencies package from SuperTuxKart download area: Dependencies - SourceForge.net and unpack it.
3b. If you got the development version go to SuperTuxKart-dev in your file browser, right-click somewhere empty, select "Git clone..." and paste https://github.com/supertuxkart/dependencies.git in the URL field; click OK. When finished, copy the dependencies
directory from either the windows
or the windows_64bit
directories into the stk-code
directory; rename the latter to dependencies-64bit
if you want to compile a 64-bit build.
-
Download CMake from here: CMake - download page, install it; once CMake is installed, double click on the CMake icon on your desktop, and point it towards your
stk-code
directory in the 'Where is the source code' field, and point it to a new directory calledbuild
orbld
inside the stk-code directory. -
Press 'Configure'; CMake will ask you if it is OK to create the aforementioned directory, press
Yes
. CMake will then ask you about your version of Visual Studio.
Confirm your selection; Please look at the table below to avoid confusion between version numbers and releases of Visual Studio; CMake will begin creating the required files for the build in the directory. If you want to do a 64-bit build, select the version of Visual Studio you installed with "Win64" appended.
-
Navigate to your build directory and open the
SuperTuxKart.sln
file; Visual Studio will now load the solution. -
In the 'Solution Explorer', right click on the
supertuxkart
project and select "Set as StartUp project". -
Open the 'Build' menu and select 'Build Solution'; or, press the default keyboard shortcut:
CTRL + SHIFT + B
to build the solution.
Note: To avoid confusion between releases and versions, refer to this table:
Visual Studio Release | Version |
---|---|
Visual Studio 2017 | 15 |
Visual Studio 2015 | 14 |
Visual Studio 2013 | 13 |
-
Download and install Visual Studio from here: Visual Studio - Download, the free Visual Studio Community edition works fine.
-
Download a source package from either SuperTuxKart 0.9.2 download area - SourceForge.net or SuperTuxKart.net - Source Control NOTE: the
stk-code
andstk-assets
directories must be in the same directory -
Download the Windows dependencies package from either SuperTuxKart download area - SourceForge.net or SuperTuxKart on GitHub - Dependencies and unpack the archive; once unpacked, copy the
dependencies
directory from either thewindows
or thewindows_64bit
directories into thestk-code
directory -
Download CMake from here: CMake - download page; and install it. Navigate to the
stk-code
directory; and create an directory called "build":
mkdir build
cd build
- Once inside the build directory; run CMake to start the compilation process:
cmake ..
- Now that CMake finished configuring and creating the necessary files for the build, run the build command in the same directory:
msbuild.exe SuperTuxKart.sln
SuperTuxKart can now be run as bin\Debug\supertuxkart.exe
or bin\Release\supertuxkart.exe
Install the developer tools, either from the OS X Install DVD or from Apple's website.
If you have never built anything before, you have create /usr/local/include/
first:
sudo mkdir -p /usr/local/include/
Symlink the include
-folder of OpenGL framework to /usr/local/include/GL
(Unix programs have an easier time finding it this way):
sudo ln -s /System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/ /usr/local/include/GL
On OS X 10.9.5, you might need the following workaround:
sudo ln -s `xcrun --show-sdk-path`/usr/include/ /usr/include
sudo ln -s `xcrun --show-sdk-path`/System/Library/Frameworks/OpenGL.framework/Headers/ /usr/local/include/OpenGL
The first link is required in order to find libcurl, the second to find opengl.
Install homebrew (https://brew.sh/) Install all of the dependencies using homebrew:
cd /path/to/stk-code
brew bundle
Build STK
mkdir cmake_build
cd cmake_build
CMAKE_PREFIX_PATH=/usr/local/opt/freetype/:/usr/local/opt/curl/:/usr/local/opt/libogg/:/usr/local/opt/libogg/:/usr/local/opt/libvorbis/:/usr/local/opt/glew/:/usr/local/opt/fribidi/ cmake .. -DFREETYPE_INCLUDE_DIRS=/usr/local/opt/freetype/include/freetype2/ -DUSE_SYSTEM_GLEW=1 -DOPENAL_INCLUDE_DIR=/usr/local/opt/openal-soft/include/ -DOPENAL_LIBRARY=/usr/local/opt/openal-soft/lib/libopenal.dylib -DFREETYPE_LIBRARY=/usr/local/opt/freetype/lib/libfreetype.dylib
make
By default, the executable that is produced is not ready for distribution. Install https://github.com/auriamg/macdylibbundler and run:
dylibbundler -od -b -x ./bin/SuperTuxKart.app/Contents/MacOS/supertuxkart -d ./bin/SuperTuxKart.app/Contents/libs/ -p @executable_path/../libs/
Afterwards, copy the contents of stk-assets
into /SuperTuxKart.app/Contents/Resources/data
.
Download pre-built dependencies from here and put the frameworks in [hard disk root]/Library/Frameworks
Building with clang:
cd /path/to/stk-code
mkdir cmake_build
cd cmake_build
cmake ..
make
Building with GCC:
cd /path/to/stk-code
mkdir cmake_build
cd cmake_build
cmake .. -DCMAKE_CXX_COMPILER=/usr/bin/g++ -DCMAKE_C_COMPILER=/usr/bin/gcc
make
Building on 10.10 with 10.9 compatibility:
cmake .. -DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -DCMAKE_OSX_DEPLOYMENT_TARGET=10.9
Place an additional copy of the dependencies into Users/<YOUR_USERNAME>/Library/Frameworks
.
Then cd to your cloned stk-code directory and execute the following commands:
mkdir xcode_build && cd xcode_build
cmake .. -GXcode
Use Finder to navigate to your stk-code/xcode_build folder and open the newly generated Xcode project (SuperTuxKart.xcodeproj
).
You can then build the project in Xcode using Product -> Build
Note: Xcode is much less well tested than makefiles, so there may be issues when trying to use Xcode.