castle-engine(1)
build and package Castle Game Engine programs
Description
CASTLE-ENGINE
NAME
castle-engine - build and package Castle Game Engine programs
DESCRIPTION
castle-engine: Build and package Castle Game Engine programs.
Call with the current directory set to your project, like this:
castle-engine [OPTIONS]... COMMAND
Possible commands:
create-manifest
Creates simple CastleEngineManifest.xml with guessed values.
compile
Compile project. By default compiles for the current OS / current CPU (linux / x86_64). You can use --os / --cpu options to compile to some other OS / CPU. You can use --target to compile for a collection of OS / CPU combination (like "iOS" or "Android").
package
Package the application into the best archive format for given operating system (OS) / processor (CPU) / target. The OS, CPU and "target" can be changed just like at "compile".
install
Install the application created by previous "package" call. Useful when OS is "android", it installs the apk package created by previous "package" call for Android. Useful for quick testing of your app on a device connected through USB.
run
Run the application. On some platforms, it requires installing the application first (e.g. on Android, where we install and run on a device connected through USB). So run the "install" command before. On other platforms (e.g. standalone Windows, Linux, macOS...), it simply runs the last compiled application. So just "compile" the application first.
package-source
Package the source code of the application.
clean
Clean leftover files from compilation and packaging. Does not remove final packaging output.
simple-compile
Compile the Object Pascal file (unit/program/library) given as a parameter. This does not handle the Castle Game Engine projects defined by CastleEngineManifest.xml files. It merely calls "fpc" with proper command-line options for units/programs/libraries using our engine. Use this instead of "compile" only if there’s some good reason you don’t want to use CastleEngineManifest.xml to your project.
auto-generate-textures
Create GPU-compressed versions of textures, for the textures mentioned in <auto_compressed_textures> inside the file data/material_properties.xml.
auto-generate-clean
Clear "auto_compressed" subdirectories, that should contain only the output created by "auto-generate-textures" target.
generate-program
Generate files to edit and run this project in Lazarus: lpr, lpi, castleautogenerated unit. Depends on game_units being defined in the CastleEngineManifest.xml.
editor
Run Castle Game Engine Editor within this project, with possible project-specific components.
editor-rebuild-if-needed
Internal. 1st part of "editor" command.
editor-run [--wait-for-process-exit PROCESS-ID]
Internal. 2nd part of "editor" command.
output
Output some project information (from the manifest). Next parameter determines the information:
version version-code
Available options are:
-h / --help
Print this help message and exit.
-v / --version
Print the version number and exit.
-V / --verbose
Verbose mode, output contains e.g. list of packaged files.
--mode=debug|release
Compilation mode, used by "compile" and "package" commands. Also packaging mode on some platforms (right now, Android). By default "release".
--assume-compiled
Do not automatically do "clean" and "compile" before "package". Instead assume that compiled executable for given OS/CPU/mode is already present in the package directory.
--fast
Do not "clean" before "package". Recompile only what changed. This is faster for development, but cannot guarantee that everything is recompiled in a release mode.
--plugin
Compile/package/install a browser NPAPI plugin. DEPRECATED.
--fpc-version-iphone-simulator VERSION
When compiling for iPhone Simulator, we pass -V<VERSION> to the "fpc" command-line. This is necessary if you use the official "FPC for iOS" package (see the "Getting Started - iOS.rtf" inside the "FPC for iOS" dmg for explanation). You can set this to "auto" (this is the default) to auto-detect this based on regular FPC version. Or you can set this to a particular version, like "3.0.5". Or you can set this to empty "" to avoid passing any -V<VERSION> (suitable for FPC 3.1.1).
--compiler-option=PARAM
Extra parameter for "fpc" command line. For example --compiler-option=-dUSE_MOUSE will add -dUSE_MOUSE. You can use this parameter multiple times.
--output=DIR
Where to place the output executables, packages, and the "castle-engine-output" directory with temporary generated files.
--project=DIR
Where to search for the project (CastleEngineManifest.xml file). By default we search in the current directory. The argument can either be a directory, or a filename of CastleEngineManifest.xml file.
--package-format=FORMAT
Use with "package" command to customize the result. Available FORMAT values:
- default (platform specific; on most platforms
creates a zip/tar.gz archive; on Android creates APK; on iOS creates Xcode project) - zip (pack all files into zip) - tar.gz (pack all files into tar.gz) - directory (put all files into a new subdirectory) - android-apk (only on Android: create APK) - android-app-bundle (only on Android: create AAB) - ios-archive-ad-hoc (only on iOS: archive using "ad-hoc" method to IPA file) - ios-archive-development (only on iOS: archive using "development" method) - ios-archive-app-store (only on iOS: distributes the application to the TestFlight and the AppStore)
--package-name-no-version
Use with "package" command. The resulting file/directory name will not contain the version number.
--update-only-code
Use with "package" command. Makes the packaging faster, as you guarantee that only the Pascal code have changed since last packaging (so you did not change e.g. data/ or CastleEngineManifest.xml).
--ios-simulator
Use with "package" command when --target=iOS. Allows to run the project on iOS simulator.
|
--all |
Use with "auto-generate-clean" command. Indicates to clean everything auto-generated. By default we only clean unused files from "auto_generated" directories. |
--manifest-name=AlternativeManifest.xml
Search and use given "AlternativeManifest.xml" file instead of standard "CastleEngineManifest.xml". Useful if you need to maintain completely different project configurations for any reason.
--wait-for-process-exit=PROCESS-ID
Internal, useful with "editor-run".
--gui-errors
Show errors as GUI boxes. On Unix, requires "zenity" installed.
--compiler=COMPILER
Select compiler: "autodetect", "fpc", "delphi".
--target=<target>
The target system for which we build/package. Available <target> values:
- "custom" (default): Build for a single OS and CPU
combination, determined by the --os and --cpu options. These options, in turn, by default indicate the current (host) OS/CPU.
- "ios": Build for all the platforms necessary for
iOS applications. This includes both 32-bit and 64-bit iOS devices and iPhoneSimulator.
- "android": Build for all the platforms necessary
for Android applications. This includes both 32-bit and 64-bit Android devices.
- "nintendo-switch": Build an application for
Nintendo Switch.
--os=<os>
Set the target operating system for which we build/package. This is ignored if you used --target=<target>, with <target> being something else than "custom". Available <os> values:
|
linux |
go32v2 win32 os2 freebsd beos netbsd amiga atari solaris qnx netware openbsd wdosx palmos macosclassic (classic MacOS, that ended with |
MacOS 9)
darwin (modern macOS 10.x, caled also Mac OS X) emx watcom morphos netwlibc win64 wince gba nds embedded symbian haiku iphonesim aix java android nativent msdos wii aros dragonfly win16 ios
--cpu=<cpu>
Set the target processor for which we build/package. This is ignored if you used --target=<target>, with <target> being something else than "custom". Available <cpu> values:
|
i386 |
m68k powerpc sparc x86_64 arm powerpc64 avr armeb mips mipsel jvm i8086 aarch64 (64-bit ARM) sparc64 |
Full documentation on https://castle-engine.io/build_tool
castle-engine version 7.0-alpha.2. Using Castle Game Engine ( https://castle-engine.io/ ) version 7.0-alpha.2. Compiled with FPC 3.2.2. Platform: Desktop, OS: Linux, CPU: x86_64 (this exe is using 64-bit architecture).