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@@ -1,8 +1,8 @@
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-# Build details
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+# Build details
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This is a technical description what happens in our build and how it is organized. This covers mostly the build architecture of Stride itself.
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* [Targets](../Targets) contains the MSBuild target files used by Games
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-* [sources/common/targets](../sources/common/targets) (generic) and [sources/targets](../sources/targets) (Stride-specific) contains the MSBuild target files used to build Stride itself.
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+* [sources/common/targets](../sources/common/targets) (generic) and [sources/targets](https://github.com/stride3d/stride/tree/master/sources/targets) (Stride-specific) contains the MSBuild target files used to build Stride itself.
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Since 3.1, we switched from our custom build system to the new csproj system with one nuget package per assembly.
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@@ -18,7 +18,7 @@ Also, we use `RuntimeIdentifiers` to select graphics platform. [MSBuild.Sdk.Extr
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Since we want to package tools (i.e. GameStudio, ConnectionRouter, CompilerApp) with a package that contains only the executable with proper dependencies to other NuGet runtime packages, we use NuGet API to resolve assemblies at runtime.
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-The code responsible for this is located in [Stride.NuGetResolver](../../../sources/shared/Stride.NuGetResolver).
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+The code responsible for this is located in [Stride.NuGetResolver](https://github.com/stride3d/stride/tree/master/sources/shared/Stride.NuGetResolver).
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Later, we might want to take advantage of .NET Core dependency resolving to do that natively. Also, we might want to use actual project information/dependencies to resolve to different runtime assemblies and better support plugins.
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