castle-engine - build and package Castle Game Engine programs
castle-engine: Build and package Castle Game Engine programs.
- castle-engine [OPTIONS]... COMMAND
- Creates simple CastleEngineManifest.xml with guessed
- Compile project. By default compiles for the current OS /
current CPU (linux / arm). You can use --os / --cpu options
to compile to some other OS / CPU. You can use --target to compile
for a special collection of OS/CPU platforms (like "iOS").
- 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 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. Useful also for installing compiled web browser plugin.
- 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, Mac OS
X...), it simply runs the last compiled application. So just
"compile" the application first.
- Package the source code of the application.
- Clean leftover files from compilation and packaging. Does
not remove final packaging output.
- 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
- Create GPU-compressed versions of textures, for the
textures mentioned in <auto_compressed_textures> inside the file
- Clear "auto_compressed" subdirectories, that
should contain only the output created by
- Generate lpr and lpi files to edit and run this project in
Lazarus. Depends on game_units being defined in the
- -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
- Compilation mode, used by "compile" command. Also
packaging mode for some platforms (right now, Android). By default
- Do not automatically do "clean" and
"compile" before "package". Instead assume that
compiled executable for given OS/CPU/mode is already present in the
- Compile/package/install a browser plugin.
- --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). By default it is "3.0.3". You can set this
is empty to avoid passing any -V<VERSION>.
- The target system for which we build/package. -
- 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.
- Set the target operating system for which we build/package.
- linux go32v2 win32 os2 freebsd beos netbsd amiga atari
solaris qnx netware openbsd wdosx palmos macos darwin emx watcom morphos
netwlibc win64 wince gba nds embedded symbian haiku iphonesim aix java
android nativent msdos wii
- Set the target processor for which we build/package.
- i386 m68k powerpc sparc x86_64 arm powerpc64 avr armeb mips
mipsel jvm i8086 aarch64
Full documentation on
castle-engine version 6.2.
Developed using Castle Game Engine. See https://castle-engine.sourceforge.io/
for latest versions of this program, sources and documentation.
Compiled with FPC 3.0.4 (Linux / arm).