Provided by: fp-units-castle-game-engine_7.0~alpha.3+dfsg1-2_amd64
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 PROJECT-NAME Create a new project, based on one of the existing templates. Subdirectory PROJECT-NAME will be created in directory provided as --project-parent-dir), by default in the current directory. 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: executable-name name pascal-name search-paths version version-code output-environment Output some environment information (independent of any project). Next parameter determines the information: fpc-exe fpc-standard-units-path cache Create cache to speed up future compilations. cache-clean Remove the cache directory. create-manifest (Deprecated) Creates simple CastleEngineManifest.xml with guessed values. 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". --guid-from-name Use with "generate-program" command. Will generate stable GUID (in Delphi DPROJ) from project's qualified name. --windows-robust-pipes Only on Windows (ignored on other systems): Force using less performant, but more robust, way to run child processes with "passthrough", like for "castle-engine run". Useful to run "castle-engine run" from PowerShell, outside of CGE editor. --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 Defaults: android.compile_sdk_version = 34 android.min_sdk_version = 21 android.target_sdk_version = 34 Full documentation on https://castle-engine.io/build_tool castle-engine version 7.0-alpha.3. Using Castle Game Engine ( https://castle-engine.io/ ) version 7.0-alpha.3. Compiled with FPC 3.2.2. Platform: Desktop, OS: Linux, CPU: x86_64 (code compiled for 64-bit architecture).