#!/usr/bin/env bash VET="-strict-style -vet-unused -vet-using-stmt -vet-using-param -vet-style -vet-semicolon" # NOTE: this is a recent addition to the Odin compiler, if you don't have this command # you can change this to the path to the Odin folder that contains vendor, eg: "~/Odin". ROOT=$(odin root) if [ ! $? -eq 0 ]; then echo "Your Odin compiler does not have the 'odin root' command, please update or hardcode it in the script." exit 1 fi set -eu # Figure out the mess that is dynamic libraries. case $(uname) in "Darwin") case $(uname -m) in "arm64") LIB_PATH="macos-arm64" ;; *) LIB_PATH="macos" ;; esac DLL_EXT=".dylib" EXTRA_LINKER_FLAGS="-Wl,-rpath $ROOT/vendor/raylib/$LIB_PATH" ;; *) DLL_EXT=".so" EXTRA_LINKER_FLAGS="'-Wl,-rpath=\$ORIGIN/linux'" # Copy the linux libraries into the project automatically. if [ ! -d "linux" ]; then mkdir linux cp -r $ROOT/vendor/raylib/linux/libraylib*.so* linux fi ;; esac # Build the game. odin build . -use-separate-modules -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -show-timings -define:RAYLIB_SHARED=true -build-mode:dll -out:build/game_tmp$DLL_EXT -debug $VET # Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written. mv game_tmp$DLL_EXT game$DLL_EXT # Do not build the game.bin if it is already running. if ! pgrep game.bin > /dev/null; then odin build src/main_hot_reload -use-separate-modules -out:build/game.bin $VET -debug fi