Merge pull request #5 from amzn-changml/UpdateReadme

Added build instructions, including 3p
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Mike Chang 5 years ago committed by GitHub
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If you have the Git credential manager core installed, you should not be prompted for your credentials anymore. 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=<Location of the unzipped 3rdParty zip>
set LY_PACKAGE_SERVER_URLS="https://d2c171ws20a1rv.cloudfront.net"
```
5. Configure the source into a solution using this command line, replacing <your build location> to a path you've created
```
cmake -B <your build location> -S <source-dir> -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 <your build location> --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
```
<Repo path>\scripts\o3de.bat create-project --project-path <New project path>
```
2. Once you're ready to build the project, run the same set of commands to configure and build:
```
cmake -B <your build location> -S <source-dir> -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_PROJECTS=<New project name> -DLY_MONOLITHIC_GAME=1
cmake --build <your build location> --target <New Project Name> --config profile -- /m
```
## License ## 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.
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