Build scripts, CMake/source patches, npm packaging, and a Gitea CI workflow to compile the real Visual Pinball engine (SDL3 + WebGL2 + libwinevbs for real VBScript) to WebAssembly. The patches are validated end-to-end: the patched engine boots in a real browser, loads a real .vpx table, compiles its real GLSL shaders, computes environment map radiance, initializes physics, and starts the VBScript engine, before hanging on the one deliberately-deferred piece of work (game loop rewrite around emscripten_set_main_loop), documented in the README's roadmap.
15 lines
423 B
Bash
Executable File
15 lines
423 B
Bash
Executable File
#!/usr/bin/env bash
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# Removes build artifacts. Pass --all to also remove the emsdk install
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# (slow to reinstall - kept by default across ordinary cleans).
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set -euo pipefail
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ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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rm -rf "$ROOT_DIR/vendor" "$ROOT_DIR/build" "$ROOT_DIR/dist"
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echo "Removed vendor/, build/, dist/"
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if [ "${1:-}" = "--all" ]; then
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rm -rf "$ROOT_DIR/emsdk"
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echo "Removed emsdk/"
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fi
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