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| Probably the first thing you want to do is to check out the repository and compile your own binaries. This article explains this and how you commit changes to our repository.
| | * [[Build OpenClonk]] |
| | | * [[Git Workflow]] |
| == Build OpenClonk ==
| | * [[Style Guidelines]] |
| | | * [[Source code structure]] |
| Windows users can check out this tutorial: [[Building_with_Windows|Building with Visual C++]]
| | * [[Sync losses]] |
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| Otherwise, here is how you can build OpenClonk in three easy steps:
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| : '''1. Get the source code'''
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| : See [[Mercurial Guide]]
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| : '''2. Install Build tools and libraries'''
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| : OpenClonk has a couple of dependencies on other libraries. Please refer to the Readme.*.txt in the freshly checked out source tree. You need to download and install the [http://www.fmod.org/index.php/release/version/fmodapi375win.zip FMOD SDK] and the [http://www.microsoft.com/downloads/details.aspx?FamilyID=24a541d6-0486-4453-8641-1eee9e21b282&displaylang=en DirectX SDK]. For windows, we provide prebuilt packages of libraries:
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| :* [http://www.openclonk.org/openclonk-deps-vc90.zip for Microsoft C++ users]
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| :* [http://www.openclonk.org/mingwlibs2.zip for GNU Compiler Collection users]
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| : '''3. Compile the game'''
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| : Again, the Readme.*.txt has the details, as this step is highly platform dependent. But it's also comparatively uncomplicated: If you installed everything that's listed, and it doesn't build, you found a bug.
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