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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 11:35:17 -0800 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 11:35:17 -0800 |
| commit | 61ee9a51ec63c90a866b3bd0e86f80c9e48be098 (patch) | |
| tree | 4b3aec18fa509c4b76a492bc8150ee19bc7bfbf8 | |
| parent | Updating to [email protected] and blast_tools_and_samples... (diff) | |
| download | blast-61ee9a51ec63c90a866b3bd0e86f80c9e48be098.tar.xz blast-61ee9a51ec63c90a866b3bd0e86f80c9e48be098.zip | |
Updating README.md to reflect linux addition
| -rw-r--r-- | README.md | 11 |
1 files changed, 9 insertions, 2 deletions
@@ -27,7 +27,7 @@ Features of NvBlastTk: * Uses an event system to inform the user of actor splitting and chunk fracturing. * Introduces a joint representation which uses the event system to allow the user to update physical joints between actors. -Notably missing from NvBlast and NvBlastTk: +Notably absent in NvBlast and NvBlastTk: * There is no physics or collision representation. * There is no graphics representation. @@ -70,7 +70,14 @@ low-level, toolkit, extensions, tools, tests, and sample. files with nontrivial graphics meshes. Without these assets, only procedurally-generated box assets are available in the sample. -For linux, PS4, and XBoxOne: +For linux: +* Run generate_projects_linux.sh. This step will download all necessary dependencies that are not already +downloaded into a folder NVIDIA/packman-repo at the root of your hard drive, so this might take some time the first +time the script is run (or when a dependency version changes). +* Makefiles will be generated in compiler/linux64-CONFIG-gcc, where CONFIG = debug or release. +These will build all Blast linux projects, including the low-level, toolkit, extensions, and tests. + +For PS4 and XBoxOne: * Please visit developer.nvidia.com in order to contact NVIDIA for further information. Tools and Samples Binaries (Windows only) |