data | ||
docs | ||
game_demos | ||
lib | ||
src | ||
win32 | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
LICENSE.md | ||
README.md |
OpenRayman
An open source reimplementation of the Rayman 2: The Great Escape engine using C++11 and modern OpenGL.
Usage
openrayman [options] ...
OpenRayman needs the base game rayman2
to run.
rayman2
can be created by using the command line option --extract-data "folder"
. The folder
variable should point to a valid Rayman 2: The Great Escape installation.
rayman2
will be copied into the OpenRayman data folder (in data/games
). This is all that needs to be done to run OpenRayman.
Do note that OpenRayman contains some extensions to the Rayman 2: The Great Escape game, such as more menu options.
If you for some reason wish to run without these modifications then you will either need to edit the config.json
file and change the game
variable from rayman2_openrayman
to rayman2
, or by specifying the game to run via the command line option --game rayman2
.
You should always target rayman2_openrayman
when making a mod.
GL3W
You need to build gl3w.h and gl3w.c before you build the project.
This can be done by executing lib/gl3w/gl3w_gen.py with Python 2.
Building on Linux
CMake should be used to generate makefiles, and make
should be used to build the engine.
mkdir build
cd build
cmake ..
make -j8
The engine can be installed via sudo make install
and can then be started by executing the command openrayman
.
Additionally, a .desktop file will be created.
Building on Windows
Building should be done with MinGW, and is almost the same as on Linux.
You need to use the command cmake -G "MinGW Makefiles" ..
instead of cmake ..
to create makefiles, as OpenRayman cannot be built with MSVC.
You might also need mingw32-make -j8
instead of make -j8
.
Building on Mac OS X
Mac OS X is not supported at the moment (might work with CMake?).