diff --git a/README.md b/README.md index 9f8a14afd2..5244a5ea60 100644 --- a/README.md +++ b/README.md @@ -45,9 +45,66 @@ Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done. If you have the Git credential manager core installed, you should not be prompted for your credentials anymore. +## Building the Engine +### Build Requirements and redistributables + +* Visual Studio 2019 16.9.2 (All versions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/) + * Install the following workloads: + * Game Development with C++ + * MSVC v142 - VS 2019 C++ x64/x86 +* Visual C++ redistributable: [https://visualstudio.microsoft.com/downloads/#other-family](https://visualstudio.microsoft.com/downloads/#other-family) +* FBXSDK for VS2015: [https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2](https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2) +* WWise - 2019.2.8.7432: [https://www.audiokinetic.com/download/](https://www.audiokinetic.com/download/) +* CMake 3.19.1: [https://cmake.org/files/LatestRelease/cmake-3.19.1-win64-x64.msi](https://cmake.org/files/LatestRelease/cmake-3.19.1-win64-x64.msi) + +### Build Steps + +1. Download the 3rdParty zip file from here: **[https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev7.zip](https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev7.zip)** +2. Unzip this file into a writable folder. This will also act as a cache location for the 3rdParty downloader by default (configurable with the `LY_PACKAGE_DOWNLOAD_CACHE_LOCATION` environment variable) +3. Install the following redistributables to the following: + - Visual Studio and VC++ redistributable can be installed to any location + - FBXSDK should be installed to `<3rdParty path>\FbxSdk\2016.1.2-az.1`. See the README in this folder for details + - WWise should be installed to: `<3rdParty Path>\Wwise\2019.2.8.7432` + - CMake should be installed to: `<3rdParty Path>\CMake\3.19.1` +4. Add the following environment variables through the command line + ``` + set LY_3RDPARTY_PATH= + set LY_PACKAGE_SERVER_URLS="https://d2c171ws20a1rv.cloudfront.net" + ``` + +5. Configure the source into a solution using this command line, replacing to a path you've created + ``` + cmake -B -S -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting -DLY_MONOLITHIC_GAME=1 + ``` + +6. Alternatively, you can do this through the CMake GUI: + + 1. Start `cmake-gui.exe` + 2. Select the local path of the repo under "Where is the source code" + 3. Select a path where to build binaries under "Where to build the binaries" + 4. Click "Configure" + 5. Wait for the key values to populate. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH`, `LY_PACKAGE_SERVER_URLS`, and `LY_PROJECTS` + 6. Click "Generate" + +7. The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo: + ``` + cmake --build --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m + ``` + +8. This will compile after some time and binaries will be available in the build path you've specified + +### Setting up new projects +1. Setup new projects using this command + ``` + \scripts\o3de.bat create-project --project-path + ``` +2. Once you're ready to build the project, run the same set of commands to configure and build: + ``` + cmake -B -S -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_PROJECTS= -DLY_MONOLITHIC_GAME=1 + + cmake --build --target --config profile -- /m + ``` ## License -For terms please see the LICENSE*.TXT file at the root of this distribution. - - +For terms please see the LICENSE*.TXT file at the root of this distribution. \ No newline at end of file