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authorBryan Galdrikian <[email protected]>2017-02-24 11:35:17 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 11:35:17 -0800
commit61ee9a51ec63c90a866b3bd0e86f80c9e48be098 (patch)
tree4b3aec18fa509c4b76a492bc8150ee19bc7bfbf8
parentUpdating to [email protected] and blast_tools_and_samples... (diff)
downloadblast-61ee9a51ec63c90a866b3bd0e86f80c9e48be098.tar.xz
blast-61ee9a51ec63c90a866b3bd0e86f80c9e48be098.zip
Updating README.md to reflect linux addition
-rw-r--r--README.md11
1 files changed, 9 insertions, 2 deletions
diff --git a/README.md b/README.md
index 82fe7bf..741052e 100644
--- a/README.md
+++ b/README.md
@@ -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)