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Minimal CMake

Minimal CMake

By : Tom Hulton-Harrop
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Minimal CMake

Minimal CMake

5 (1)
By: Tom Hulton-Harrop

Overview of this book

Minimal CMake guides you through creating a CMake project one step at a time. The book utilizes the author's unique expertise in game and engine development to craft compelling examples of how CMake can be used to build complex software. The chapters introduce concepts gradually, each one building on the last. Throughout the course of the book, you will progress from a simple console application all the way through to a full windowed app. The book will help you build a strong foundation in CMake that will translate to future projects. You'll learn how to integrate existing software libraries to enhance your app's functionality, how to build reusable libraries to share with others, and how to manage developing for multiple platforms simultaneously, including macOS, Windows, and Linux. You'll also find out how CMake facilitates testing and how to package your application ready for distribution. The book aims to not overwhelm you with everything there is to know about CMake. Instead, it focuses on the most relevant and important parts that will help you become productive quickly. By the end of this book, you will be a confident CMake user and will have gained the skills and experience to build and share your own libraries and applications.
Table of Contents (17 chapters)
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Part 1: Starting Up
6
Part 2: Scaling Up
11
Part 3: Wrapping Up

Automating scripts with CMake

We’ve removed a lot of manual steps that we were dealing with at the start of the chapter, but one remains. This is the requirement to build the shaders needed by bgfx to transform and color our geometry. Up until now, we’ve been relying on running custom .bat/.sh scripts from the app folder before running our Game of Life application, but there’s a better possibility. In this section, we’ll show how to make this process part of the build itself, and use CMake to achieve a cross-platform solution without the need for OS-specific scripts.

To start with, we’re going to do away with our existing .bat/.sh scripts and replace them with .cmake files. We’ll pick macOS as the first platform to update; the file will be called compile-shader-macos.cmake, and will live under a new cmake folder in the app directory (equivalent files for Windows and Linux will differ in the exact same way as the existing scripts).

We...

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