Merge pull request 'README.md: Fix invalid links' (#20) from fix-readme-2 into main

Reviewed-on: #20
This commit is contained in:
Xavier Del Campo Romero 2025-01-15 07:44:40 +01:00
commit ac052b58d0
2 changed files with 9 additions and 9 deletions

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@ -8,7 +8,7 @@ it has evolved into a higher level of maturity, featuring realistic physics
with tens of high-quality cars and tracks to choose from.
> **This repository contains the engine source code,**
> **and the base assets [as a submodule](/speed-dreams-data/).**
> **and the base assets [as a submodule](./speed-dreams-data/).**
> **End users are expected to download the pre-built packages listed below.**
>
> The assets repository is located on
@ -27,7 +27,7 @@ Speed Dreams binaries are available for the following platforms:
In-tree builds (i.e., including both code and data on the same build)
are recommended for simplicity. To achieve this, update the
[`speed-dreams-data/`](/speed-dreams-data/) submodule with:
[`speed-dreams-data/`](./speed-dreams-data/) submodule with:
```
git submodule update --init --recursive
@ -77,13 +77,13 @@ cmake -B build
On Windows, dependencies cannot be fetched from a package manager as in
conventional Linux distributions. To solve this, Speed Dreams defines
[a separate build system for third-party dependencies](/packaging/3rdParty-devel/).
[a separate build system for third-party dependencies](./packaging/3rdParty-devel/).
This would build all dependencies from source, so they can be later found
by CMake.
> **Both methods described below will require the path to the pre-built**
> **dependencies**.
> Please read [the instructions](/packaging/3rdParty-devel/README.md)
> Please read [the instructions](./packaging/3rdParty-devel/README.md)
> for further reference.
#### Native builds
@ -112,9 +112,9 @@ system like GNU/Linux. The
[`w64-mingw32`](https://git.code.sf.net/p/mingw-w64/mingw-w64)
toolchain can be used for the cross-compilation, with dedicated
toolchain files for
[`i686-w64-mingw32`](/packaging/3rdParty-devel/i686-w64-mingw32.cmake)
[`i686-w64-mingw32`](./packaging/3rdParty-devel/i686-w64-mingw32.cmake)
and
[`x86_64-w64-mingw32`](/packaging/3rdParty-devel/x86_64-w64-mingw32.cmake),
[`x86_64-w64-mingw32`](./packaging/3rdParty-devel/x86_64-w64-mingw32.cmake),
referred to by the
[`CMAKE_TOOLCHAIN_FILE`](https://cmake.org/cmake/help/latest/variable/CMAKE_TOOLCHAIN_FILE.html)
variable. Third-party dependencies are then referred to by the

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@ -13,10 +13,10 @@ pinnings against third-party dependencies. A build consists of:
2. Building the dependencies.
3. Installing them to the `3rdParty/` directory, inside the build directory.
**This is the directory referred to by the top-level**
**[`CMakeLists.txt`](/CMakeLists.txt)**
**[`CMakeLists.txt`](../../CMakeLists.txt)**
**when performing Windows builds, via either `CMAKE_PREFIX_PATH` or**
**`CMAKE_FIND_ROOT_PATH`**. Read
[the relevant section from the top-level `README.md`](/README.md#windows)
[the relevant section from the top-level `README.md`](../../README.md#windows)
for further reference.
## Requirements
@ -94,4 +94,4 @@ cmake --build build/ # Optionally, add -j8 or any other number for faster builds
The build will probably take a long time, as it builds tens of third-party
libraries fetched from multiple sources. Once finished, a directory called
`3rdParty/` should be available inside the build directory, ready to be
consumed by [the top-level `CMakeLists.txt`](/CMakeLists.txt).
consumed by [the top-level `CMakeLists.txt`](../../CMakeLists.txt).