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Getting Started

RealmCrafter: Community Edition no longer uses the old Blitz3D / BlitzPlus workflow described in earlier docs. The live repository builds through the vendored BlitzForge toolchain and the root-level build scripts in this repo.

If you only want to try RCCE, download a packaged release from GitHub. This page is for contributors and source builders working from the repository.

Clone The Repository

Clone with submodules so the BlitzForge compiler and bundled extras are present:

git clone --recurse-submodules https://github.com/RydeTec/rcce2.git
cd rcce2

If you already cloned without submodules:

git submodule update --init --recursive

Know The Source Tree

The main source entrypoints live under src/:

  • src/Client.bb - game client
  • src/Server.bb - game server
  • src/GUE.bb - Game Unified Editor
  • src/Project Manager.bb - launcher and packaging entrypoint
  • src/Modules/ - shared engine and editor modules
  • src/Tests/ - Blitz test sources compiled by the test runners

Game content, scripts, and sample project data live under data/, including data/Server Data/Scripts/ for gameplay scripting. Compiled outputs land in bin/ plus the root-level Project Manager executable.

Build From Source

Windows

Use the batch scripts from the repository root:

compile.bat
compile.bat -b
publish.bat
test.bat

macOS / Linux

Use the shell scripts from the repository root:

./scripts/bootstrap_macos.sh
./compile.sh
./compile.sh -b
./publish.sh
./test.sh

bootstrap_macos.sh is required on macOS before the first source build. The script name is historical; it prepares the Unix-side toolchain used by the current shell workflow.

macOS support is currently alpha because the underlying BlitzForge runtime is still incomplete there. Treat the macOS path as a development and feedback surface, not a production release target.

Useful Build Flags

The build scripts share the same intent:

  • -b / --blitz rebuild BlitzForge itself
  • -e / --skip-engine skip the main RCCE engine build
  • -t / --skip-tools skip the editor/tool builds

Run What You Built

Successful builds produce the main applications from the repo root:

  • Project Manager.exe on Windows, or Project Manager on macOS
  • bin/Client(.exe)
  • bin/Server(.exe)
  • bin/GUE(.exe)

Use Project Manager when you want the normal launcher flow. Use the binaries in bin/ when you want to run the client, server, or editor directly.

Run Tests

test.bat and ./test.sh compile each .bb file under src/Tests/ with BlitzForge test mode. Run the test script from the repo root before opening a pull request.

Typical Contributor Flow

  1. Clone with submodules.
  2. Build with compile.bat or ./compile.sh.
  3. Run test.bat or ./test.sh.
  4. Launch Project Manager or the relevant binary in bin/.
  5. Make focused changes in src/, data/, or docs/.

Useful Orientation Notes

  • Running the client in debug mode uses a windowed display, which makes multi-client local testing easier.
  • Server-side gameplay code often refers to abilities as spells and zones as areas.
  • If you are tracing gameplay or content behavior, inspect data/Server Data/Scripts/ alongside the engine sources in src/.

Where To Go Next