From 466dff11d0d00c81ebe8ed78562473d7dc193882 Mon Sep 17 00:00:00 2001 From: Olof Pettersson Date: Mon, 17 Nov 2025 20:09:17 +0100 Subject: [PATCH] Added readme --- README.md | 96 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 96 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 0000000..fbbc9a4 --- /dev/null +++ b/README.md @@ -0,0 +1,96 @@ +# Project Millimeters of Aluminum + +A space simulation game built on a custom fork of the Godot Engine (4.x) with 64-bit double-precision physics enabled. + +## 📋 Prerequisites + +Before compiling the engine, ensure you have the following installed on your system. + +### 1. Python & SCons +The Godot build system relies on SCons, which is written in Python. +* **Install Python (3.6+):** [Download Here](https://www.python.org/downloads/) + * *Windows Users:* Ensure "Add Python to PATH" is checked during installation. [Check this stackoverflow answer](https://stackoverflow.com/questions/57421669/question-about-pip-using-python-from-windows-store). + +* **Install SCons:** Open your terminal/command prompt and run: + ```bash + pip install scons + ``` + +### 2. C++ Compiler +Godot requires a C++ compiler to build from source. + +* **Windows:** + * Install **Visual Studio Community** (2019 or later). + * During installation, select the **"Desktop development with C++"** workload. +* **Linux:** + * Install GCC or Clang. + * *Debian/Ubuntu:* `sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev` +* **macOS:** + * Install **Xcode** from the App Store. + * Run `xcode-select --install` in the terminal. + +--- + +## 🛠️ Setup & Compilation + +This project uses a custom engine build to support solar-system scale coordinates (Double Precision). You **cannot** use the standard Steam or website version of Godot to open this project. + +### 1. Clone the Repository +Clone the repository with the `--recursive` flag to automatically pull the engine source code submodule. + +```bash +git clone --recursive [https://codeberg.org/YOUR_USERNAME/ProjectMillimetersOfAluminum.git](https://codeberg.org/YOUR_USERNAME/ProjectMillimetersOfAluminum.git) +cd ProjectMillimetersOfAluminum +``` + +_If you have already cloned without recursive, run:_ + +``` +git submodule update --init --recursive +``` + +### 2. Configure Engine Ignore (Optional but Recommended) +To prevent your Editor from trying to import the thousands of raw assets inside the engine source folder: +1. Navigate to `godot_engine/`. +2. Create a new empty file named `.gdignore`. +3. Compile the Engine + +Run the build command for your platform from the godot_engine/ directory. + +**Windows:** +```Bash +cd godot_engine +scons platform=windows target=editor precision=double arch=x86_64 +``` + +**Linux:** +```Bash +cd godot_engine +scons platform=linuxbsd target=editor precision=double arch=x86_64 +``` + +**macOS:** +```Bash +cd godot_engine +scons platform=macos target=editor precision=double arch=x86_64 +``` +_Note: (-j6 flag tells the compiler to use 6 CPU cores. Adjust this number based on your hardware to speed up compilation. Not using the flag will use all available cores)_ + +--- + +## 🚀 Running the Project + +Once compilation is complete (usually 10-30 minutes), the executable will be located in godot_engine/bin/. + +Do not open the project with standard Godot. + +Navigate to `godot_engine/bin/`. + +Run the binary ending in `.double.x86_64` (e.g., `godot.windows.editor.double.x86_64.exe`). + +Import and open the `project.godot` file located in the root `ProjectMillimetersOfAluminum` folder. + +### Troubleshooting +"No valid compilers found" (Windows): Ensure you installed the C++ Desktop Development workload in the Visual Studio Installer. Just the editor is not enough. + +Jittering Objects: If objects jitter at large distances, ensure you are running the double precision binary and not a standard build. \ No newline at end of file