Linux Build Instructions

Use the script in source/workspaces/update-workspaces.sh to generate the GNU/GCC
makefile in the gcc subdirectory. The makefile supports the standard targets
'all' and 'clean', and you may set CONFIG=Release to build a release version.
Note that if you have previously built a Debug config you must 'make clean'
before building a Release config.

The Makefile supports Icecream for distributed builds, so if you have two or
more reasonably homogenous (both Linux, but they may even use different
distributions) machines on a LAN, you can significantly reduce build times.

See URL: http://wiki.kde.org/tiki-editpage.php?page=icecream

Required Libraries

$lib := directory where the compiler looks for lib files;
  typically = /usr/lib .
$include := the same for header files (= /usr/include).
$GL := directory containing OpenGL headers.
  typically one of /usr/include/GL or /usr/X11R6/include/GL
$binaries := directory containing system/ and data/

- OpenGL extensions:
  download http://www.wildfiregames.com/~code/libraries/glext.h
  ... and put it in $GL.

- SpiderMonkey [javascript]
  The source is *not* compatible with the mozjs libraries included in mozilla
  browser distributions (that is the multi-threaded version - we're using the
  single-threaded version). The solution is to build your own version and make
  sure that thread support is not enabled when you do it (non-threaded is the
  default - so don't change it to threaded)
  
  ... download the source
  either choose one from http://ftp.mozilla.org/pub/mozilla.org/js/
  or take http://www.wildfiregames.com/~code/libraries/linux/js-1.5-rc6a.tar.gz
  ... unpack in a temporary directory (let's call it $temp)
  ... chdir into $temp/js/src/
  ... make -f Makefile.ref all
  ... make -f Makefile.ref export
    This last step will have put all the built binaries, libraries and headers
	in $temp/dist/Linux_All_DBG.OBJ
  ... chdir into $temp/dist/Linux_All_DBG.OBJ
  ... copy everything under include/ into $include
  ... copy everything under lib/ into $lib
  ... run ldconfig (if you don't, the library might not be found at runtime)
	You are free to copy the binaries under bin/ into your path as well, but it
	won't be neccessary to build the engine.

- OpenAL: [sound]
  <No instructions here yet>

These libraries should have packages available for your distribution. You will
need to get the corresponding -dev or -devel package for each library.
- SDL
- zlib (libz) [resource decompression]
- libpng [PNG texture loading]
- FAM [file alteration monitor]
  FAM consists of a daemon and a client library. Both will need to be installed
  to build/run PS. You'll need the devel package for the library too.
- Xerces-C++ (xercesc, xerces-c, xerces-c++, whatever your distro might call it)
  If you have to build Xerces-C++ by yourself, just make sure that the headers
  and libraries get installed in $lib and $include. No special config should be
  necessary otherwise.


*Notes for the Release Person*

We should probably include a good bunch of these libraries in the final linux
release - they should go in binaries/system/. zlib is really the only library
we can rely on being installed.

With the libraries in a non-standard location, LD_LIBRARY_PATH will need to be
set by a script before launching the actual ps executable.

FAM: Prometheus needs a running FAM daemon. Either we include the daemon exec
in the distribution and launch it in the start script, or we just add it as a
prereq (i.e. leave it to the user to install).
