The information below describes the steps that the default build script (Build-All.ps1) performs.
The script will build the 3 supported Game configurations in Release mode:
- Ares
- TS
- YR
For each Game configuration several Engine configurations will be build, depending on the platform where the script is run:
On all platforms:
- UniversalGL
On Windows:
- UniversalGL
- WindowsDX
- WindowsGL
- WindowsXNA
For each Engine configuration one or more TargetFrameworks will be build:
UniversalGL:
- net8.0
WindowsDX, WindowsGL & WindowsXNA:
- net48
Overview of the Engine configurations differences:
OS Support | Default Platform | Technology | |
---|---|---|---|
UniversalGL | Any | AnyCPU | MonoGame DesktopGL |
WindowsDX | Windows | AnyCPU | MonoGame WindowsDX + WinForms |
WindowsGL | Windows | AnyCPU | MonoGame DesktopGL + WinForms |
WindowsXNA | Windows | x86 | Microsoft XNA + WinForms |
The build output when using the dotnet publish
command is created in \Compiled
.
Launching the client is done by running e.g.:
dotnet clientogl.dll
You can select the desired configuration directly from the solution configurations:
Note that the XNA configurations can only be built/debugged with x86
.
After changing the solution configuration you should exit Visual Studio and reload the solution in order for all the dynamic dependencies to be loaded correctly.