windows build script, runtime impl
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18
build.sh
18
build.sh
@@ -4,25 +4,25 @@
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set -e
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set -e
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# Configuration
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# Configuration
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GODOT_PROJECT="../minekoloft" # relative path to Godot project
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GODOT_PROJECT="../minekoloft"
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LIB_NAME="fastvoxel" # your library name
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LIB_NAME="fastvoxel"
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DEST_LINUX="$GODOT_PROJECT/addons/fastvoxel/bin/linux"
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DEST_LINUX="$GODOT_PROJECT/addons/fastvoxel/bin/linux"
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DEST_WINDOWS="$GODOT_PROJECT/addons/fastvoxel/bin/windows"
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DEST_WINDOWS="$GODOT_PROJECT/addons/fastvoxel/bin/windows"
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# Build for Linux (native)
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# Build for Linux (native)
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echo "Building for Linux (native)..."
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echo "Building for Linux (native)..."
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cargo build --release
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cargo build --release --target x86_64-unknown-linux-gnu
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# Copy the shared library
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# Copy the shared library
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TMP="$DEST_LINUX/lib${LIB_NAME}.so.tmp"
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TMP="$DEST_LINUX/lib${LIB_NAME}.so.tmp"
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cp "target/release/lib${LIB_NAME}.so" "$TMP"
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cp "target/x86_64-unknown-linux-gnu/release/lib${LIB_NAME}.so" "$TMP"
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mv "$TMP" "$DEST_LINUX/lib${LIB_NAME}.so"
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mv "$TMP" "$DEST_LINUX/lib${LIB_NAME}.so"
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# Optional: Cross compile for Windows (if needed)
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# Optional: Cross compile for Windows (if needed)
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# Uncomment the following lines if you have the Windows target installed
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# Uncomment the following lines if you have the Windows target installed
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# echo "Building for Windows (cross-compile)..."
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echo "Building for Windows (cross-compile)..."
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# cargo build --release --target x86_64-pc-windows-gnu
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cargo build --release --target x86_64-pc-windows-gnu
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# mkdir -p "$DEST_WINDOWS"
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mkdir -p "$DEST_WINDOWS"
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# cp "target/x86_64-pc-windows-gnu/release/${LIB_NAME}.dll" "$DEST_WINDOWS/"
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cp "target/x86_64-pc-windows-gnu/release/${LIB_NAME}.dll" "$DEST_WINDOWS/"
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# echo "Copied to $DEST_WINDOWS"
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echo "Copied to $DEST_WINDOWS"
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echo "Done."
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echo "Done."
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@@ -2,6 +2,14 @@ use std::collections::HashMap;
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use crate::{chunk::Chunk, runtime::types::WorldConfig};
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use crate::{chunk::Chunk, runtime::types::WorldConfig};
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pub enum RuntimeState {
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Idle,
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ReadingStorage,
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Generating,
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Meshing,
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SavingToStorage,
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}
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pub struct Runtime {
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pub struct Runtime {
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chunks: HashMap<(i32, i32), Chunk>,
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chunks: HashMap<(i32, i32), Chunk>,
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// renderer: Renderer,
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// renderer: Renderer,
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