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Add Emscripten to README
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jdarpinian authored and zturtleman committed Jun 10, 2024
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Expand Up @@ -31,6 +31,7 @@ Some of the major features currently implemented are:
* Multiuser support on Windows systems (user specific game data
is stored in "%APPDATA%\Quake3")
* PNG support
* Web support via Emscripten
* Many, many bug fixes

The map editor and associated compiling tools are not included. We suggest you
Expand Down Expand Up @@ -98,6 +99,23 @@ For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)
4. Copy the resulting ioquake3.app in /build/release-darwin-universal2
to your /Applications/ioquake3 folder.

For Web, building with Emscripten
1. Follow the installation instructions for the Emscripten SDK including
setting up the environment with emsdk_env.
2. Copy or symlink your baseq3 directory into this directory so Emscripten
can package your game files. (Alternatively, you can build without this,
and provide the game data files at runtime. For this, game files should
be listed in `ioq3-config.json`)
3. Run `emmake make debug` (or release, but if you do both then you will
need to pass an extra URL parameter to the HTML file to select the
build you want).
4. Start a web server serving this directory. `python3 -m http.server`
is an easy default that you may already have installed.
5. Open `code/web/ioquake3.html` in a web browser. Open the developer
console to see errors and warnings.
6. Debugging the C code is possible using a Chrome extension. For details
see https://developer.chrome.com/blog/wasm-debugging-2020

Installation, for *nix
1. Set the COPYDIR variable in the shell to be where you installed Quake 3
to. By default it will be /usr/local/games/quake3 if you haven't set it.
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