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docs(README): update on dxc dependency
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@@ -18,6 +18,8 @@ My goal for creating the Nostalgia game engine is for it to eventually be capabl
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#### Note for Windows Users: Nostalgia compiles, but the editor/testing application crashes after failing to make a window; however, I think this is probably due to me testing it on a virtual machine running Tiny10 with only 2 cores and no dedicated graphics. Until I test it on my home PC, don't expect it to work perfectly yet.
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Nostalgia uses CMake but don't worry, this section was written with the assumption that you know nothing about CMake. If you do, however, know something about CMake, then the only thing you need to know is that the build directories are set by the presets and you should use them instead of setting the directory yourself. Up to you, though. Oh, and `BUILD_SHARED_LIBS` is how I differentiate between building the shared and static versions of the library, if you *really* wanna go manual-mode.
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One last thing to note: on Linux, you'll need to install `directx-shader-compiler` for Jolt to compile. However, at least on Arch and as of the time of writing, you may run into a seg-fault when compiling. If this happens, you'll need to build `directx-shader-compiler` from its git repo (or use `yay -S directx-shader-compiler-git` on Arch). You could also try setting the cmake entry `JPH_USE_DXC` to `OFF` and re-generating the build files, as this *should* force Jolt to use `fxc` instead of `dxc`.
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#### Configuring Nostalgia
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Building Nostalgia via CMake GUI is exceptionally easy to do; just set the source directory to the repository (e.g: where `CMakeLists.txt` is located) and select your preset from the 'presets' dropdown. After that, you'll notice a build directory will be chosen for you; this is intentional and should not be changed (you *can* if you want to, but the `.gitignore` file won't ignore it so be mindful). After pressing 'configure' once, a *lot* of options will pop up; most of these are from the included libraries that Nostalgia depends on and shouldn't be configured (they'll be overridden internally, anyways). Currently, there aren't any options to set that aren't set by the presets (e.g: static/dynamic library, debug/release version); if I add any in the future, I'll also try to hide the thirdparty options and write up some documentation for them. If you want to generate a `compile_commands.json` file, add a boolean entry named `CMAKE_EXPORT_COMPILE_COMMANDS` and enable it (e.g: set it to 'ON'). Oh, and in case you didn't know: if you wanna set the compiler (say, to 'clang++'), you'll want to add/set the entry `CMAKE_CXX_COMPILER` to your compiler of choice.
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