Merge pull request #3323 from aws-lumberyard-dev/readme-updates
Readme updates
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O3DE (Open 3D Engine) is an open-source, real-time, multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
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## Contribute
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For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/
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For information about contributing to Open 3D Engine, visit [https://o3de.org/docs/contributing/](https://o3de.org/docs/contributing/).
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## Download and Install
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@@ -14,7 +14,7 @@ Verify you have Git LFS installed by running the following command to print the
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git lfs --version
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```
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If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.
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If Git LFS is not installed, download and run the installer from: [https://git-lfs.github.com/](https://git-lfs.github.com/).
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### Install Git LFS hooks
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```
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@@ -29,78 +29,100 @@ git clone https://github.com/o3de/o3de.git
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```
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## Building the Engine
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### Build Requirements and redistributables
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### Build requirements and redistributables
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For the latest details and system requirements, refer to [System Requirements](https://o3de.org/docs/welcome-guide/requirements/) in the documentation.
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#### Windows
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* Visual Studio 2019 16.9.2 minimum (All versions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/)
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* Visual Studio 2019 16.9.2 minimum (All editions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/)
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* Check [System Requirements](https://o3de.org/docs/welcome-guide/requirements/) for other supported versions.
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* Install the following workloads:
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* Game Development with C++
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* MSVC v142 - VS 2019 C++ x64/x86
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* C++ 2019 redistributable update
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* CMake 3.20 minimum: [https://cmake.org/download/](https://cmake.org/download/)
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* CMake 3.20.5 minimum: [https://cmake.org/download/](https://cmake.org/download/)
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#### Optional
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* Wwise version 2021.1.1.7601 minimum: [https://www.audiokinetic.com/download/](https://www.audiokinetic.com/download/)
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* Note: This requires registration and installation of a client application to download
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* Note: It is generally okay to use a more recent version of Wwise, but some SDK updates will require code changes
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* Make sure to select the `SDK(C++)` component during installation of Wwise
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* CMake can find the Wwise install location in two ways:
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* The `LY_WWISE_INSTALL_PATH` CMake cache variable -- this is checked first
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* The `WWISEROOT` environment variable which is set when installing Wwise SDK
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* Wwise audio SDK
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* For the latest version requirements and setup instructions, refer to the [Wwise Audio Engine Gem](https://o3de.org/docs/user-guide/gems/reference/audio/wwise/audio-engine-wwise/) reference in the documentation.
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### Quick Start Build Steps
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### Quick start engine setup
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1. Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.
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To set up a project-centric source engine, complete the following steps. For other build options, refer to [Setting up O3DE from GitHub](https://o3de.org/docs/welcome-guide/setup/setup-from-github/) in the documentation.
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1. Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.
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1. Install the following redistributables to the following:
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- Visual Studio and VC++ redistributable can be installed to any location
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- CMake can be installed to any location, as long as it's available in the system path
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1. Install the following redistributables:
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- Visual Studio and VC++ redistributable can be installed to any location.
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- CMake can be installed to any location, as long as it's available in the system path.
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1. Configure the source into a solution using this command line, replacing <your build path> and <3rdParty cache path> to a path you've created:
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1. Configure the engine source into a solution using this command line, replacing `<your build path>`, `<your source path>`, and `<3rdParty package path>` with the paths you've created:
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```
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cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting
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cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>
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```
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> Note: Do not use trailing slashes for the <3rdParty cache path>
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Example:
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```
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cmake -B C:\o3de\build\windows_vs2019 -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
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```
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> Note: Do not use trailing slashes for the <3rdParty package path>.
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1. Alternatively, you can do this through the CMake GUI:
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1. Start `cmake-gui.exe`
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1. Select the local path of the repo under "Where is the source code"
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1. Select a path where to build binaries under "Where to build the binaries"
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1. Click "Configure"
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1. Wait for the key values to populate. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH` and `LY_PROJECTS`
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1. Click "Generate"
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1. Start `cmake-gui.exe`.
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1. Select the local path of the repo under "Where is the source code".
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1. Select a path where to build binaries under "Where to build the binaries".
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1. Click **Add Entry** and add a cache entry for the <3rdParty package path> folder you created, using the following values:
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1. **Name:** LY_3RDPARTY_PATH
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1. **Type:** STRING
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1. **Value:** `<3rdParty package path>`
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1. Click **Configure**.
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1. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
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1. Click **Generate**.
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1. The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo:
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```
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cmake --build <your build path> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m
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```
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1. This will compile after some time and binaries will be available in the build path you've specified
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### Setting up new projects
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1. While still within the repo folder, register the engine with this command:
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1. Register the engine with this command:
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```
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scripts\o3de.bat register --this-engine
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```
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1. Setup new projects using the `o3de create-project` command.
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1. The configuration of the solution is complete. You are now ready to create a project and build the engine.
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For more details on the steps above, refer to [Setting up O3DE from GitHub](https://o3de.org/docs/welcome-guide/setup/setup-from-github/) in the documentation.
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### Setting up new projects and building the engine
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1. From the O3DE repo folder, set up a new project using the `o3de create-project` command.
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```
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<Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
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scripts\o3de.bat create-project --project-path <your new project path>
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```
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1. Register the engine to the project
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```
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<Repo path>\scripts\o3de.bat register --project-path <New project path>
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```
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1. Once you're ready to build the project, run the same set of commands to configure and build:
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1. Configure a solution for your project.
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```
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cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>
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cmake --build <your project build path> --target <New Project Name>.GameLauncher --config profile -- /m
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```
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For a tutorial on project configuration, see [Creating Projects Using the Command Line](https://docs.o3de.org/docs/welcome-guide/get-started/project-config/creating-projects-using-cli) in the documentation.
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Example:
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```
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cmake -B C:\my-project\build\windows_vs2019 -S C:\my-project -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
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```
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> Note: Do not use trailing slashes for the <3rdParty cache path>.
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1. Build the project, Asset Processor, and Editor to binaries by running this command inside your project:
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```
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cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
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```
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> Note: Your project name used in the build target is the same as the directory name of your project.
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This will compile after some time and binaries will be available in the project build path you've specified, under `bin/profile`.
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For a complete tutorial on project configuration, see [Creating Projects Using the Command Line Interface](https://o3de.org/docs/welcome-guide/create/creating-projects-using-cli/) in the documentation.
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## License
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For terms please see the LICENSE*.TXT file at the root of this distribution.
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For terms please see the LICENSE*.TXT files at the root of this distribution.
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