If you want to modify the shader parsers of the graphics library frontends you will need to modify the *.l and *.y files and compile them back to the *.cpp files with Flex and Bison respectively.
If you want to modify the shaders used by the ui library you will need to modify the *.glsl files and compile them to *.spv binaries using Glslang. Choose the proper shader type based on the filename suffix.
Below are the instructions to compile Nucleus for different platforms. If you want to cross-compile Nucleus, which is particularly relevant for mobile targets, details for each host compiling platform are provided as well.
- Compiling on Windows: Install Visual Studio 2015. Open
nucleus.slnand build the projectnucleus-windows. Alternatively, if you have the Windows 10 SDK installed you can compile the Universal Windows Platform wrapper by building the projectnucleus-uwp.
- Compiling on Windows: Install Visual Studio 2015 along with the Windows 10 SDK. Open
nucleus.slnand build the projectnucleus-uwp.
- Compiling on Linux: Follow the
.travis.ymlfile.
-
Compiling on Windows: Install Visual Studio 2015 along with the Android SDK and Android NDK. Open
nucleus.slnand build the projectnucleus-android. -
Compiling on Linux: TODO.
-
Compiling on OS X: TODO.
-
Compiling on Windows: Install Visual Studio 2015. Install OS X in a virtual machine, e.g. via VirtualBox, and ensure that both your host and virtual machine share a network. Install Xcode on the virtual machine. [...]. On your host machine, open
nucleus.slnand build the projectnucleus-ios. Observe how nothing works. Cry. -
Compiling on OS X: Buy a Mac. Cry.