Merge pull request #3323 from aws-lumberyard-dev/readme-updates

Readme updates
This commit is contained in:
William Hayward
2021-08-23 16:25:42 -04:00
committed by GitHub
+69 -47
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@@ -3,7 +3,7 @@
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.
## Contribute
For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/
For information about contributing to Open 3D Engine, visit [https://o3de.org/docs/contributing/](https://o3de.org/docs/contributing/).
## Download and Install
@@ -14,7 +14,7 @@ Verify you have Git LFS installed by running the following command to print the
git lfs --version
```
If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.
If Git LFS is not installed, download and run the installer from: [https://git-lfs.github.com/](https://git-lfs.github.com/).
### Install Git LFS hooks
```
@@ -29,78 +29,100 @@ git clone https://github.com/o3de/o3de.git
```
## Building the Engine
### Build Requirements and redistributables
### Build requirements and redistributables
For the latest details and system requirements, refer to [System Requirements](https://o3de.org/docs/welcome-guide/requirements/) in the documentation.
#### Windows
* Visual Studio 2019 16.9.2 minimum (All versions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/)
* Visual Studio 2019 16.9.2 minimum (All editions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/)
* Check [System Requirements](https://o3de.org/docs/welcome-guide/requirements/) for other supported versions.
* Install the following workloads:
* Game Development with C++
* MSVC v142 - VS 2019 C++ x64/x86
* C++ 2019 redistributable update
* CMake 3.20 minimum: [https://cmake.org/download/](https://cmake.org/download/)
* CMake 3.20.5 minimum: [https://cmake.org/download/](https://cmake.org/download/)
#### Optional
* Wwise version 2021.1.1.7601 minimum: [https://www.audiokinetic.com/download/](https://www.audiokinetic.com/download/)
* Note: This requires registration and installation of a client application to download
* Note: It is generally okay to use a more recent version of Wwise, but some SDK updates will require code changes
* Make sure to select the `SDK(C++)` component during installation of Wwise
* CMake can find the Wwise install location in two ways:
* The `LY_WWISE_INSTALL_PATH` CMake cache variable -- this is checked first
* The `WWISEROOT` environment variable which is set when installing Wwise SDK
* Wwise audio SDK
* 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.
### Quick Start Build Steps
### Quick start engine setup
1. Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.
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.
1. Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.
1. Install the following redistributables to the following:
- Visual Studio and VC++ redistributable can be installed to any location
- CMake can be installed to any location, as long as it's available in the system path
1. Install the following redistributables:
- Visual Studio and VC++ redistributable can be installed to any location.
- CMake can be installed to any location, as long as it's available in the system path.
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:
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:
```
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
cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>
```
> Note: Do not use trailing slashes for the <3rdParty cache path>
Example:
```
cmake -B C:\o3de\build\windows_vs2019 -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
```
> Note: Do not use trailing slashes for the <3rdParty package path>.
1. Alternatively, you can do this through the CMake GUI:
1. Start `cmake-gui.exe`
1. Select the local path of the repo under "Where is the source code"
1. Select a path where to build binaries under "Where to build the binaries"
1. Click "Configure"
1. Wait for the key values to populate. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH` and `LY_PROJECTS`
1. Click "Generate"
1. Start `cmake-gui.exe`.
1. Select the local path of the repo under "Where is the source code".
1. Select a path where to build binaries under "Where to build the binaries".
1. Click **Add Entry** and add a cache entry for the <3rdParty package path> folder you created, using the following values:
1. **Name:** LY_3RDPARTY_PATH
1. **Type:** STRING
1. **Value:** `<3rdParty package path>`
1. Click **Configure**.
1. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
1. Click **Generate**.
1. 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 path> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m
```
1. This will compile after some time and binaries will be available in the build path you've specified
### Setting up new projects
1. While still within the repo folder, register the engine with this command:
1. Register the engine with this command:
```
scripts\o3de.bat register --this-engine
```
1. Setup new projects using the `o3de create-project` command.
1. The configuration of the solution is complete. You are now ready to create a project and build the engine.
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.
### Setting up new projects and building the engine
1. From the O3DE repo folder, set up a new project using the `o3de create-project` command.
```
<Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
scripts\o3de.bat create-project --project-path <your new project path>
```
1. Register the engine to the project
```
<Repo path>\scripts\o3de.bat register --project-path <New project path>
```
1. Once you're ready to build the project, run the same set of commands to configure and build:
1. Configure a solution for your project.
```
cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>
cmake --build <your project build path> --target <New Project Name>.GameLauncher --config profile -- /m
```
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.
Example:
```
cmake -B C:\my-project\build\windows_vs2019 -S C:\my-project -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
```
> Note: Do not use trailing slashes for the <3rdParty cache path>.
1. Build the project, Asset Processor, and Editor to binaries by running this command inside your project:
```
cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
```
> Note: Your project name used in the build target is the same as the directory name of your project.
This will compile after some time and binaries will be available in the project build path you've specified, under `bin/profile`.
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.
## License
For terms please see the LICENSE*.TXT file at the root of this distribution.
For terms please see the LICENSE*.TXT files at the root of this distribution.