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c1k3
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c1k3
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# C1K3  C1K3 is a clone of [PhobosLab](https://phoboslab.org/)'s incredible [JS13K](https://js13kgames.com/) entry: [Q1K3](https://js13kgames.com/entries/q1k3). This version is written in C on top of SDL2 + GLES2. While Q1K3 strives to fit inside a 13KB package, C1K3 does not. The binary weighs in at ~3MB, and links in quite a bit more in dependencies. Textures, models, and maps are included directly into the binary in their raw file formats where possible.  ## build ``` # in your cloned directory $ git submodule update --init $ make release ``` ### linux dependencies (debian-family) ``` $ sudo apt-get install -y gcc make xxd pkg-config libsdl2-dev libsdl2-ttf-dev libsdl2-mixer-dev ``` ### windows dependencies (msys2) I build and link c1k3 against ANGLE on Windows, using the ucrt64 env of [msys2](https://www.msys2.org/). ``` $ pacman -Sy make vim mingw-w64-ucrt-x86_64-gcc mingw-w64-ucrt-x86_64-pkg-config mingw-w64-ucrt-x86_64-SDL2 mingw-w64-ucrt-x86_64-SDL2_ttf mingw-w64-ucrt-x86_64-SDL2_mixer mingw-w64-ucrt-x86_64-angleproject ``` ### mac dependencies (brew) ``` $ brew install pkg-config sdl2 sdl2_ttf sdl2_mixer ``` ## asset sources? C1K3 uses xxd to include the binary representations of the assets built for [Q1K3](https://github.com/phoboslab/q1k3). In that repository are tools that bake the models and maps into smaller files. Those files were committed to [c1k3-assets](https://github.com/computermouth/c1k3-assets), rather than including the tools and rebuilding the assets on every build. This was done because it's my hope to switch to parsing [glTF files](https://en.wikipedia.org/wiki/GlTF) which are created in Blender to replace the Quake maps and the original author's model format.