Add our own files and directories for compilation

Add our own files and directories for compilation

Postby jdudu007 » 10 Feb 2012, 11:52

Hi,

I am working on a company which develops video games and which one is inspired by STK.

They want me to create the online multiplayer mode and before to add my code in their own project, they want me to introduce it in the STK code.

So here is my issue, I don't know how to add my files in the autoconf scripts for including them in the Makefile autogenerated.
I have tryied to use update_file_list.sh to add my files in the CMakeFile.txt and apparantly it works, but I don't know how to autogenerate a new Makefile from this new CMakeFile.txt.

I have tryied to create a build directory and Cmake but I really would like to go on with autoconf and Makefine from root directory.

If you have the answer, thanks a lot.

Bye
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Re: Add our own files and directories for compilation

Postby MCMic » 10 Feb 2012, 12:01

Once your files are listed in the CMakeList.txt, "cmake ." should update the MakeFile
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Re: Add our own files and directories for compilation

Postby hiker » 10 Feb 2012, 12:24

Hi,


jdudu007 {l Wrote}:Hi,

I am working on a company which develops video games and which one is inspired by STK.

They want me to create the online multiplayer mode and before to add my code in their own project, they want me to introduce it in the STK code.

That sounds like a good idea for us, but please make sure you understand the legal implications of this, especially if you want to reuse code: STK is GPL, so any code you contribute will be GPL as well. I think that you should be able to release your code under two different licenses (GPL for STK, and whatever else for your company), but I am not a lawyer.

If you don't want to contribute your code, you still would have the problem that any modification to STK must become GPL. It might be worth discussing exactly what and how you intend to do this.

Sorry if I sound a bit 'too strict' or formal, but I certainly don't want you contributing to STK (I assume) in good faith, only later someone detects some GPL licenses code in your program, and forces you to release all your sources. Note, I have not enough of a legal understanding to even know what is possible here, I just want to you be aware of these issues.


So here is my issue, I don't know how to add my files in the autoconf scripts for including them in the Makefile autogenerated.
I have tryied to use update_file_list.sh to add my files in the CMakeFile.txt and apparantly it works, but I don't know how to autogenerate a new Makefile from this new CMakeFile.txt.

See http://supertuxkart.sourceforge.net/Build_STK_on_Linux for details (or MCMic's answer). We have officially switched to cmake, but atm there is still one volunteer to keep the autoconf files up to date. But best option would be to stick with cmake.

Cheers,
Joerg
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Re: Add our own files and directories for compilation

Postby jdudu007 » 10 Feb 2012, 12:40

Thanks for your fast answer but unfortunately, it doesn't work.

I have created a build directory and after execute cmake .., it build a new Makefile who does what I want but il the build directory.

I don't manage to modify the root directory one who never changes and compile always the same files.

I have the feeling that there is no solutions by using the autoconf and automake system and that the only solution and to use cmake in the build directory.

Maybe is the will of the owner of STK that developers can't change their root Makefile.

If you have an idea, I wiil take it but if not, it's no big deal, I will go on with the new Makefile in the build directory.

Thanks in anyway, bye
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Re: Add our own files and directories for compilation

Postby jdudu007 » 10 Feb 2012, 12:47

Hi Joerg and thanks for your answer too,

I will follow your advice and switch to cmake, it fix my problem so it's the better solution.

About, GPL, don't worry, the project is just inspired by STK but the graphics, the characters, the race and so on are entirely newly created by my company.

We only use your game engine beacause we didn't want to rewrite a things which already exists.

In addition, I just test my online multiplayer mode with STK but I a not going to use the entire code after, I will reinject it in my Company project.

If I manage to insert online multiplayer mode in STK, perhaps I could contribute to a new release of STK according with you of course.

I keep in touch with this forum,

Thanks in anyway,

Bye
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Re: Add our own files and directories for compilation

Postby hiker » 10 Feb 2012, 12:52

jdudu007 {l Wrote}:Thanks for your fast answer but unfortunately, it doesn't work.

I have created a build directory and after execute cmake .., it build a new Makefile who does what I want but il the build directory.

Yes, that's the way described in the wiki.

I don't manage to modify the root directory one who never changes and compile always the same files.

I have the feeling that there is no solutions by using the autoconf and automake system and that the only solution and to use cmake in the build directory.

I can't fully answer this, since I didn't implement the cmake build, but since cmake creates files and directories in the build directory, it certainly makes sense to contain them in a separate build dir (not to mention if you want to have separate builds, e.g. debug and optimised, ...).

Maybe is the will of the owner of STK that developers can't change their root Makefile.

I don't know if this was done on purpose or not. Since imho it makes sense to use separate build directories (and not the root), I won't change it, but if you submit a patch it will certainly be welcome ;) Auria might comment more.

Cheers,
Joerg
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Re: Add our own files and directories for compilation

Postby MCMic » 10 Feb 2012, 14:19

If you want to change the root Makefile, execute "cmake ." in the root directory… Why work in a build directory if you want to do things in the root one?

About legal info, you can't use any of STK code or assets in your product if it's not GPL.

I think you can implement the network code in separate files and release these under two different licenses, one for integration in STK and one for integration in your company product. (But that means your code does not use any of STK source code, I'm not sure that's even possible)
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Re: Add our own files and directories for compilation

Postby Auria » 11 Feb 2012, 01:55

The GPL license has some restrictions, the one that affects you most is that any code it gets near must be GPL too; this means, if you use STK code to make the engine of your game, this makes your entire game code Open-Source also. I hope you understand this so that there is no misunderstanding
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Re: Add our own files and directories for compilation

Postby samuncle » 11 Feb 2012, 13:33

Just a question jdudu007, what's the name of your company ? Do you have a website ? Just to have more information about your project :)
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Re: Add our own files and directories for compilation

Postby hiker » 11 Feb 2012, 14:27

jdudu007 {l Wrote}:We only use your game engine beacause we didn't want to rewrite a things which already exists.

In addition, I just test my online multiplayer mode with STK but I a not going to use the entire code after, I will reinject it in my Company project.

While we are certainly interested in WAN mode, just to stress what auria has written: if you do this, the code you will 'reinject' into your company must be released as GPL, since it is part of the STK engine you are using - independent if you chose to contribute to a new release of STK or not.

Cheers,
Joerg
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Re: Add our own files and directories for compilation

Postby ctdabomb » 11 Feb 2012, 23:40

could you release it under a different licence? or does stuff in stk have to be GPL?
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Re: Add our own files and directories for compilation

Postby Auria » 12 Feb 2012, 03:43

ctdabomb {l Wrote}:could you release it under a different licence? or does stuff in stk have to be GPL?


We can't change the license because a lot of people have been implicated in STK and we'd need everyone's approval to change the license
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