# Compile Instructions ## Visual Studio 1. Clone or download the repository 1. Open the repo folder in Visual Studio 2022+. 2. Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run). 3. Right click a folder in the solution explorer and switch to the 'CMake Targets View' 4. Select platform and configuration from the dropdown. EG: `Windows64 - Debug` or `Windows64 - Release` 5. Pick the startup project `Minecraft.Client.exe` or `Minecraft.Server.exe` using the debug targets dropdown 6. Build and run the project: - `Build > Build Solution` (or `Ctrl+Shift+B`) - Start debugging with `F5`. ### Dedicated server debug arguments - Default debugger arguments for `Minecraft.Server`: - `-port 25565 -bind 0.0.0.0 -name DedicatedServer` - You can override arguments in: - `Project Properties > Debugging > Command Arguments` - `Minecraft.Server` post-build copies only the dedicated-server asset set: - `Common/Media/MediaWindows64.arc` - `Common/res` - `Windows64/GameHDD` ## CMake (Windows x64) Configure (use your VS Community instance explicitly): Open `Developer PowerShell for VS` and run: ```powershell cmake --preset windows64 ``` Build Debug: ```powershell cmake --build --preset windows64-debug --target Minecraft.Client ``` Build Release: ```powershell cmake --build --preset windows64-release --target Minecraft.Client ``` Build Dedicated Server (Debug): ```powershell cmake --build --preset windows64-debug --target Minecraft.Server ``` Build Dedicated Server (Release): ```powershell cmake --build --preset windows64-release --target Minecraft.Server ``` Run executable: ```powershell cd .\build\windows64\Minecraft.Client\Debug .\Minecraft.Client.exe ``` Run dedicated server: ```powershell cd .\build\windows64\Minecraft.Server\Debug .\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer ``` ## CMake (Linux -> Windows x64 cross-compile, experimental) This path targets `Windows64` binaries from Linux using LLVM tools. Prerequisites: - `cmake`, `ninja` - `clang-cl`, `lld-link`, `llvm-rc`, `llvm-ml` - Windows SDK + MSVC CRT files (recommended via `xwin`) Install `xwin` and download/splat SDK files: ```bash cargo install xwin --locked sudo mkdir -p /opt/xwin xwin --accept-license splat --output /opt/xwin ``` Set the SDK root: ```bash export MINECRAFTCONSOLES_WINSDK_ROOT=/opt/xwin ``` Configure: ```bash cmake --preset windows64-linux-cross ``` Build Debug client: ```bash cmake --build --preset windows64-linux-cross-debug --target Minecraft.Client ``` Build Release client: ```bash cmake --build --preset windows64-linux-cross-release --target Minecraft.Client ``` Build dedicated server (Debug): ```bash cmake --build --preset windows64-linux-cross-debug --target Minecraft.Server ``` Notes: - This is experimental and cross-compiles Windows binaries only; running them on Linux still requires Wine or a Windows machine. - Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants). - The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.