Buildat - A minecraftlike with vast extendability. ================================================== Buildat doesn't actually even implement a minecraftlike by default. It just provides a lot of useful machinery for doing just that, with immense modding capabilities. It wraps a safe subset of Urho3D's Lua API in a whitelisting Lua sandbox on the client side and runs runtime-compiled C++ modules on the server side. Go ahead and write some modules and extensions, maybe the minecraftlike will exist in the near future! Further reading: design.txt, conventions.txt Buildat Linux How-To ==================== Install dependencies ---------------------- $ # Dependencies for Urho3D $ sudo apt-get install libx11-dev libxrandr-dev libasound2-dev $ sudo yum install libX11-devel libXrandr-devel alsa-lib-devel Get and build Urho3D ---------------------- $ git clone https://github.com/urho3d/Urho3D.git $ cd Urho3D $ ./cmake_gcc.sh -DURHO3D_LUA=true -DURHO3D_SAFE_LUA=true # Add -DURHO3D_64BIT=true on 64-bit systems $ cd Build $ make -j4 `-DURHO3D_SAFE_LUA=true` helps debugging issues in Lua. Take note whether you build a 32 or a 64 bit version and use the same option in Buildat's CMake configuration. Build Buildat --------------- $ export URHO3D_HOME=/path/to/urho3d $ cd $wherever_buildat_is $ mkdir Build # Capital B is a good idea so it stays out of the way in tabcomplete $ cd Build $ cmake .. -DCMAKE_BUILD_TYPE=Debug # Add -DURHO3D_64BIT=true on 64-bit systems $ make -j4 You can use -DBUILD_SERVER=false or -DBUILD_CLIENT=false if you don't need the server or the client, respectively. Run Buildat ------------- Terminal 1: $ $wherever_buildat_is/Build $ bin/buildat_server -m ../test/testmodules Terminal 2: $ $wherever_buildat_is/Build $ bin/buildat_client -s localhost -U $URHO3D_HOME Modify something and see stuff happen --------------------------------------- Edit something and then restart the client (CTRL+C in terminal 2): $ cd $wherever_buildat_is $ vim test/testmodules/minigame/client_lua/init.lua $ vim test/testmodules/minigame/minigame.cppp $ vim builtin/network/network.cpp Buildat Windows How-To ====================== Umm... well, you need to first port some stuff. Try building it and see what happens. Then fix it and make a pull request. You probably want to use MinGW or Clang in order to bundle the compiler with the end result.