4 SimGear uses the CMake build system to generate a platform-specific
5 build environment. CMake reads the CMakeLists.txt files that you'll
6 find throughout the source directories, checks for installed
7 dependencies and then generates the appropriate build system.
9 If you don't already have CMake installed on your system you can grab
10 it from http://www.cmake.org, use version 2.6.4 or later.
12 Under unices (i.e. Linux, Solaris, Free-BSD, HP-Ux, OSX) use the cmake
13 or ccmake command-line utils. Preferably, create an out-of-source
14 build directory and run cmake or ccmake from there. The advantage to
15 this approach is that the temporary files created by CMake won't
16 clutter the source directory, and also makes it possible to have
17 multiple independent build targets by creating multiple build
18 directories. In a directory alongside the SimGear source directory
23 cmake ../simgear -DCMAKE_BUILD_TYPE=Release
30 SimGear depends on a number of 3rd party libraries, the most notable
33 * OpenSceneGraph (OSG) - see README.OSG
34 * Portable Games Library (PLIB) - see README.plib
35 * zlib compression library - see README.zlib
36 * Open Audio Library (OpenAL) - see README.OpenAL
37 * Subversion Client Library (optional dependency)
43 for more detailed CMake instructions
46 in the FlightGear source package for more Windows-specific instructions
49 http://wiki.flightgear.org/Building_Flightgear
52 For help on building see: http://www.flightgear.org/forums
55 * FlightGear Mailing lists
56 http://wiki.flightgear.org/index.php/Mailing_list