This is a simplified set of instructions for how to setup a project using premake.
A video covering this process is here https://youtu.be/--gI9083QnU
Download the game premake repository from https://github.com/raylib-extras/game-premake/ You can either download the zip file, or clone the repository. If you clone the repository, you may want to remove the stored history. Simply delete the .git directory to do this.
Rename the directory whatever you want. This will be the name of your game.
If you wish to use a specific version of raylib, follow the instructions below. If you want the current development version, skip this section and premake will download raylib for you.
Get the raylib sources from https://github.com/raysan5/raylib Download the zip file, or clone the repository. It doesn't matter what one you use. Put the raylib sources in a folder called raylib inside your game folder (The same folder this file is in). The folder must be named raylib, it can not be raylib-master. The raylib folder should contain all the sources from raylib (including the 'src' folder)
This repository is pre-populated wit the raylib game template. It is a great starting point for your game. https://github.com/raysan5/raylib-game-template
If you want to have a different starting point, simply replace the files in the game folder with your own files.
By default this process is setup to build a project using C. If you want to use C++, you can replace your files with you own cpp files. There is is a simple C++ file in the _app dir. The raylib template is designed for C, not C++, but the version in this repository has been modified to work as C++ if you choose to rename the files.
For windows users, there are two batch files you can use depending on what compiler you are using. For linux users you can simply use a terminal. Only do ONE of these options depending on your compiler and platform.
Visual Studio users should run
premake-VisualStudio.bat
This will generate a Visual Studio project.
Please make sure you have a recent version of MinGW-W64. The older versons from mingw.org will not work. We recomend the W64Devkit. It has everything needed to build raylib. It can be downloaded from here https://github.com/skeeto/w64devkit/releases
Once you have MinGW-W64 Run the batch file.
premake-mingw.bat
This will generate a makefile for you
cd to the root folder and run
./premake5 gmake2
This will generate a makefile for you.
cd to the root folder and run
./premake5.osx gmake2
This will generate a makefile for you.
Only do ONE of these options depending on your compiler and platform.
Double click the .sln file that was generated in the folder. From here you can use the project as normal.
Open your compiler terminal (w64devkit if you are using it), change to the game folder and type
make
This will build your game
Open your terminal, change to the root folder and type.
make
This will build your starting game template
If you need to build for a different OpenGL version than the default (OpenGL 3.3) you can specify an openGL version in your premake command line. Just modify the bat file or add the following to your command line
--graphics=opengl11
--graphics=opengl21
--graphics=opengl43
If you need to add a separate library to your game you can do that very easily. Simply copy the _lib folder and rename it to what you want your lib to be called. Replace lib.c with the sources for your library (just copy them in the folder). If you library has an include folder, copy that too. Then go to the premake5.lua file in the game folder, and link your library by calling link_to with the folder name for the library.
link_to("LIB_FOLDER_NAME")
Rerun premake and it will build your library for you. Note that by default link_to will add include dirs for your library folder and library/include. If you have other include needs you will have to add those to your premake file manually.