From 8064cbcf167dbdac358d823683864d9aea450b79 Mon Sep 17 00:00:00 2001 From: William Hayward Date: Wed, 18 Aug 2021 19:32:30 -0400 Subject: [PATCH 1/6] Update readme Signed-off-by: William Hayward --- README.md | 96 +++++++++++++++++++++++++++++++++---------------------- 1 file changed, 58 insertions(+), 38 deletions(-) diff --git a/README.md b/README.md index a783139eef..af6956c850 100644 --- a/README.md +++ b/README.md @@ -29,7 +29,9 @@ git clone https://github.com/o3de/o3de.git ``` ## Building the Engine -### Build Requirements and redistributables + +### Build requirements and redistributables + #### Windows * Visual Studio 2019 16.9.2 minimum (All versions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/) @@ -49,58 +51,76 @@ git clone https://github.com/o3de/o3de.git * The `LY_WWISE_INSTALL_PATH` CMake cache variable -- this is checked first * The `WWISEROOT` environment variable which is set when installing Wwise SDK -### Quick Start Build Steps +For more details and the latest requirements, refer to [System Requirements](https://o3de.org/docs/welcome-guide/requirements/) in the documentation. -1. Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs. +### Quick start engine setup + +To build 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 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 and <3rdParty cache path> to a path you've created: +1. Configure the engine source into a solution using this command line, replacing ``, ``, and `<3rdParty cache path>` with the paths you've created: ``` cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting ``` - > 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 -DLY_UNITY_BUILD=ON + ``` + + > Note: Do not use trailing slashes for the <3rdParty cache 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 **Configure**. + 1. Wait for the key values to populate. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH`. + 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 --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. - ``` - \scripts\o3de.bat create-project --project-path - ``` -1. Register the engine to the project - ``` - \scripts\o3de.bat register --project-path - ``` -1. 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" -DLY_3RDPARTY_PATH=<3rdParty cache path> - cmake --build --target .GameLauncher --config profile -- /m +1. The configuration of the solution is complete. You are now ready to create a project and build the engine. + +For more details, 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. ``` - -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. + scripts\o3de.bat create-project --project-path + ``` + +1. Configure a solution for your project. + ``` + cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON + ``` + + Example: + ``` + cmake -B C:\my-project\build\windows_vs2019 -S C:\my-project -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages -DLY_UNITY_BUILD=ON + ``` + + > 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 --target .GameLauncher Editor --config profile -- /m + ``` + +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. From aa4aca6c396e778173f8bd2dae747954153c71cb Mon Sep 17 00:00:00 2001 From: William Hayward Date: Thu, 19 Aug 2021 10:32:41 -0400 Subject: [PATCH 2/6] A few more fixes in README.md Signed-off-by: William Hayward --- README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index af6956c850..57f24d7c83 100644 --- a/README.md +++ b/README.md @@ -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/. ## Download and Install @@ -55,7 +55,7 @@ For more details and the latest requirements, refer to [System Requirements](htt ### Quick start engine setup -To build 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. +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 packages. You can also use this to store other redistributable SDKs. @@ -65,7 +65,7 @@ To build a project-centric source engine, complete the following steps. For othe 1. Configure the engine source into a solution using this command line, replacing ``, ``, and `<3rdParty cache path>` with the paths you've created: ``` - cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting + cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON ``` Example: @@ -91,7 +91,7 @@ To build a project-centric source engine, complete the following steps. For othe 1. The configuration of the solution is complete. You are now ready to create a project and build the engine. -For more details, refer to [Setting up O3DE from GitHub](https://o3de.org/docs/welcome-guide/setup/setup-from-github/) in the documentation. +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 From 351ceee3b59eb6f8d21bd5b3c7ce31d3253d93c2 Mon Sep 17 00:00:00 2001 From: William Hayward Date: Thu, 19 Aug 2021 11:19:25 -0400 Subject: [PATCH 3/6] Remove LY_UNITY_BUILD parameter Signed-off-by: William Hayward --- README.md | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 57f24d7c83..f37fdf6c8b 100644 --- a/README.md +++ b/README.md @@ -65,12 +65,12 @@ To set up a project-centric source engine, complete the following steps. For oth 1. Configure the engine source into a solution using this command line, replacing ``, ``, and `<3rdParty cache path>` with the paths you've created: ``` - cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON + cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> ``` Example: ``` - cmake -B C:\o3de\build\windows_vs2019 -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages -DLY_UNITY_BUILD=ON + 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 cache path>. @@ -102,12 +102,12 @@ For more details on the steps above, refer to [Setting up O3DE from GitHub](http 1. Configure a solution for your project. ``` - cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON + cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> ``` Example: ``` - cmake -B C:\my-project\build\windows_vs2019 -S C:\my-project -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages -DLY_UNITY_BUILD=ON + 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>. @@ -116,6 +116,8 @@ For more details on the steps above, refer to [Setting up O3DE from GitHub](http ``` cmake --build --target .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`. From f0d80ea550af4fcdb04c1b00d816606584359665 Mon Sep 17 00:00:00 2001 From: William Hayward Date: Thu, 19 Aug 2021 14:26:36 -0400 Subject: [PATCH 4/6] Refer readers to Wwise Gem docs for requirements and setup Signed-off-by: William Hayward --- README.md | 13 ++++--------- 1 file changed, 4 insertions(+), 9 deletions(-) diff --git a/README.md b/README.md index f37fdf6c8b..37934aa2d0 100644 --- a/README.md +++ b/README.md @@ -32,6 +32,8 @@ git clone https://github.com/o3de/o3de.git ### 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/) @@ -43,15 +45,8 @@ git clone https://github.com/o3de/o3de.git #### 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 - -For more details and the latest requirements, refer to [System Requirements](https://o3de.org/docs/welcome-guide/requirements/) in the documentation. +* 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 engine setup From b5491a4081415238785a86c6ebe5dbdd77006c06 Mon Sep 17 00:00:00 2001 From: William Hayward Date: Thu, 19 Aug 2021 19:09:04 -0400 Subject: [PATCH 5/6] Updates to CMake GUI instructions and other minor edits Signed-off-by: William Hayward --- README.md | 23 ++++++++++++++--------- 1 file changed, 14 insertions(+), 9 deletions(-) diff --git a/README.md b/README.md index 37934aa2d0..d466b7a41a 100644 --- a/README.md +++ b/README.md @@ -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 ``` @@ -36,12 +36,13 @@ For the latest details and system requirements, refer to [System Requirements](h #### 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 @@ -52,15 +53,15 @@ For the latest details and system requirements, refer to [System Requirements](h 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 packages. You can also use this to store other redistributable SDKs. +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: - 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 engine source into a solution using this command line, replacing ``, ``, and `<3rdParty cache path>` with the paths you've created: +1. Configure the engine source into a solution using this command line, replacing ``, ``, and `<3rdParty package path>` with the paths you've created: ``` - cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> + cmake -B -S -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path> ``` Example: @@ -68,15 +69,19 @@ To set up a project-centric source engine, complete the following steps. For oth 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 cache path>. + > 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 **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. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH`. + 1. Wait for the key values to populate. Fill in any additional fields that are needed for your project. 1. Click **Generate**. 1. Register the engine with this command: From 53ea897371af52ebb02b39b416ee24891a36b2ed Mon Sep 17 00:00:00 2001 From: William Hayward Date: Thu, 19 Aug 2021 19:13:23 -0400 Subject: [PATCH 6/6] Clarify CMake GUI step Signed-off-by: William Hayward --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index d466b7a41a..1191a0f0ee 100644 --- a/README.md +++ b/README.md @@ -81,7 +81,7 @@ To set up a project-centric source engine, complete the following steps. For oth 1. **Type:** STRING 1. **Value:** `<3rdParty package path>` 1. Click **Configure**. - 1. Wait for the key values to populate. Fill in any additional fields that are needed for your project. + 1. Wait for the key values to populate. Update or add any additional fields that are needed for your project. 1. Click **Generate**. 1. Register the engine with this command: