An open world action adventure game with HTN-based AI
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##
## Compiler
##
CC = gcc ;
# GCC
#C++ = g++ ;
#LINK = g++ ;
# Clang
C++ = clang++ ;
LINK = clang++ ;
##
## Compiler arguments
##
# Galavant requires C++11
# fPIC = position independent code. This is so the lib can be linked in other libs/executables
# g = debug symbols
# lstdc++ = standard library
# -stdlib=lib++ = Unreal uses libc++, which is busted on Ubuntu 16.04. Remove this option
# if you don't give a shit about Unreal and/or want to build the tests
# Og = compile without optimizations for debugging
# -Wall -Wextra = Error detection/tolerance
#C++FLAGS = -std=c++11 -stdlib=libc++ -fPIC -g -Og -Wall -Wextra ; # Required arguments for Unreal
C++FLAGS = -std=c++11 -fPIC -g -Og -Wall -Wextra ; # Required arguments for tests
HDRS = thirdParty/flatbuffers/include ;
# TODO: add project-specific filetype rules for things like flatbuffer .json compilation (see "UserObject rule":
# https://swarm.workshop.perforce.com/view/guest/perforce_software/jam/src/Jamfile.html ) ?
# TODO: Add variable that allows user to swap between compiling Unreal
# and compiling testse on the command line (see above page under "Variables
# used in Building Executables and Libraries)
# TODO: [Hacked done] Calling jam -dc indicates that it thinks many unmodified files are newer,
# which is why it's building way more than it should be. Further investigation is needed, as if it
# has nothing to build it should complete almost instantly
#
# The problem was Library deletes .o files, preventing Jam from knowing what needs rebuilt
# (see https://swarm.workshop.perforce.com/view/guest/perforce_software/jam/src/Jambase.html)
# Actually, because I'm moving libs to lib/, Jam doesn't know to look there for .o
# (see http://maillist.perforce.com/pipermail/jamming/2004-November/004235.html)
# Motherfucker seems to be broken no matter fucking what (see src/Jamfile commented lines)
#
# Update: Something seems fucked with the Library or LibraryFromObjects rules. Instead of diving
# deeper, I'm going to just add this flag which will guarantee Jam won't rely on reading the libs
# to find "missing" objects
# (as an aside, https://swarm.workshop.perforce.com/view/guest/perforce_software/jam/src/Jam.html
# was helpful, esp 'jam -dx')
KEEPOBJS = true ; # This doesn't actually fix anything, though it seems like it should
NOARSCAN = true ; # This actually fixes the problem
#AR = ar rUu ; # I was thinking maybe the AR command was wrong (always outputting deterministically)
# It doesn't seem like this is the problem though