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# Getting Started | ||
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## Windows | ||
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### Prerequisites | ||
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* Visual Studio 2015 or 2017 | ||
* CMake >= 3.2 | ||
* Qt >= 5.7 (>= 5.9 needed for Visual Studio 2017) | ||
* Vulkan SDK >= 1.0.49.0 | ||
* PhysX 3.3 | ||
* FBX SDK 2015.1 | ||
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### Setup Instructions | ||
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1. Download and install the Qt (open-source) distribution | ||
2. Create a new environment variable `INTR_QTDIR` pointing to `...\QtX.X\X.X\msvc2015_64` or `...\QtX.X\X.X\msvc2017_64` | ||
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3. Download an install the Vulkan SDK | ||
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4. Get access to the latest PhysX SDK from NVIDIA: https://developer.nvidia.com/physx-sdk | ||
5. Follow the instructions from NVIDIA and compile the PhysX libraries for the configurations *Release*, *Profile* and *Debug* | ||
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**NOTE:** Make sure that PhysX links the Runtime Library dynamically as Intrinsic does! | ||
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6. Download and install the Autodesk FBX SDK | ||
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7. Create a new directory called `Intrinsic_Dependencies` on the _same level_ as the Intrinsic repository folder | ||
8. Inside, create a new folder `dependencies` containing two folders `physx` and `fbx` | ||
9. Copy the static/dynamic libraries and header files of both SDKs to folders named `bin` (DLLs), `lib` (LIBs) and `include` respectively | ||
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10. Go to the `scripts_win32` folder in the Intrinsic repository dir | ||
11. Execute `ConfigAndBuildDependencies.bat` or `ConfigAndBuildDependenciesVS15.bat` to build some of the remaining dependencies automatically | ||
12. Execute `CopyDllsToAppDir_Debug.bat` and `CopyDllsToAppDir_Release.bat` | ||
13. Execute `Config.bat` or `ConfigVS15` to create a Visual Studio 2015/2017 solution file and all project configurations | ||
14. If everything went well, you'll find the solution in the newly created `build` folder | ||
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**NOTE:** You can also use one of the many build scripts: `Build_Release.bat`, ... to get started | ||
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15. Execute `Intrinsic.exe` or `IntrinsicEd.exe` in the `app` directory | ||
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16. You're all set - yey! | ||
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## Linux (tested with Ubuntu 16.10) | ||
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### Prerequisites | ||
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``` | ||
sudo apt install git cmake ninja-build libsdl2-dev | ||
``` | ||
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### Setup Instructions | ||
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1. Download and install the Qt (open-source) distribution | ||
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Add environment variables to your .zshrc or .bashrc: | ||
``` | ||
# Intrinsic | ||
export INTR_QTDIR="[...]/Qt/x.x/gcc_64" | ||
``` | ||
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2. Download and install the Vulkan SDK | ||
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Add environment variables to your .zshrc or .bashrc: | ||
``` | ||
# Vulkan SDK | ||
VULKAN_SDK=~/[...]/VulkanSDK/1.0.30.0/x86_64 | ||
VK_LAYER_PATH=$VULKAN_SDK/etc/explicit_layer.d | ||
export VK_LAYER_PATH | ||
export PATH=$VULKAN_SDK/bin:$PATH | ||
``` | ||
3. Get access to the latest PhysX SDK | ||
After cloning of the git repository apply patches from https://github.com/NVIDIAGameWorks/PhysX-3.3/pull/57 | ||
``` | ||
cd .../PhysX-3.3/PhysXSDK/Source/compiler/linux64 | ||
make release profile debug | ||
``` | ||
Add environment variables to your .zshrc or .bashrc: | ||
``` | ||
export PHYSX_HOME="$HOME/[...]/PhysX-3.3/PhysXSDK/" | ||
``` | ||
4. Download and install Autodesk FBX SDK | ||
5. Go to the `scripts_linux` folder in the Intrinsic repository dir | ||
6. Execute following scripts: `ConfigAndBuildDependencies`, `Config_Release`, `Build` and last but not least `Run_Release` | ||
7. You're all set - yey! |
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