Open 3D Engine (O3DE) is an Apache 2.0-licensed 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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lumberyard-employee-dm 669caca9cc
Updated Launching of Lua Editor to supply the project-path (#7706)
* Updated Launching of Lua Editor to supply the project-path

The Lua Launch logic also uses the AzFramework ProcessLauncher instead
of Qt. This has the benefit of being able to pass arguments as an array
instead of in a single string. Therefore paths with spaces in them also
work.

Tweak the Settings Registry logic to locate the
project-path/engine-path by scanning upwards for a
project.json/engine.json respectively to inject the found paths to the
front of the command line parameters instead of the back.
This has the effect of making sure that command line parameters for the
project-path/engine-path always takes precedence over scanning upwards
for a project.json/engine.json.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed prepend of EngineRoot in CheckProjectPathProvided

The Editor would attempt to validate that the project path supplied via
the command line contained a valid project.json file before contining
the Editor startup flow.

This was taking the engine root path and appending the project path to
it, which works when the project path is absolute

But when the project path is relative it is treated as relative to the
current working directory by the SettingsRegistry, but the logic in the
CheckProjectPathProvided was treating it has relative to the engine
root. Therefore supplying a relative path as part of the Editor.exe
launch command would fail.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed resolving of relative paths to absolute paths in the Editor

The Editor was changing the current working directory to the nearest
ancestor directory containing an `engine.json` file.
This resulted in the ConvertToAbsolutePath function resolving relative
paths to that directory instead of the launch directory of the Editor.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
.github/ISSUE_TEMPLATE Updating the title of the template 4 years ago
Assets Removes LmbrCentral/Physics from Gems/LmbrCentral 4 years ago
AutomatedTesting Updated Launching of Lua Editor to supply the project-path (#7706) 4 years ago
Code Updated Launching of Lua Editor to supply the project-path (#7706) 4 years ago
Gems Updated Launching of Lua Editor to supply the project-path (#7706) 4 years ago
Registry Added gltf support to Asset Processor. THis is a resubmission of #6024. Had issues getting the old branch up to date. (#7583) 4 years ago
Templates Prism/fix create project bugs (#7539) 4 years ago
Tools Collects failed assets on LyTestTools test failures (#7368) 4 years ago
cmake Checksum of deb package needs to be recomputed after signing (#7543) 4 years ago
python updating python packages py, pillow, and urllib3 (#7155) 4 years ago
scripts [development] automated tests for timing editor loading of the 10k levels (#7472) 4 years ago
.clang-format Updates to kd-tree ray intersection - ATOM-15673 (#1026) 5 years ago
.editorconfig Initial commit 5 years ago
.gitattributes Merge branch 'main' into cpack_installer 5 years ago
.gitignore git.ignore cleanup (#6760) 4 years ago
.lfsconfig Update .lfsconfig instructions 5 years ago
CMakeLists.txt Implemented Support to allow project's to reference gems via the gem name (#7109) 4 years ago
CODE_OF_CONDUCT.md Create CODE_OF_CONDUCT.md 5 years ago
CONTRIBUTING.md Updated CONTRIBUTING.md 5 years ago
Doxyfile_ScriptBinds Initial commit 5 years ago
LICENSE.txt o3de development - update licenses (#1665) 5 years ago
LICENSE_APACHE2.TXT o3de development - update licenses (#1665) 5 years ago
LICENSE_MIT.TXT o3de development - update licenses (#1665) 5 years ago
README.md Removes _vs2019 from jenkins jobs and documentation (#5855) 4 years ago
RETIRED_CODE.md Adds documentation to RETIRED_CODE 4 years ago
SerializeContextAnalysis.bat Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
SliceBuilderSettings.json Initial commit 5 years ago
aztest_bootstrap.json Initial commit 5 years ago
editor.cfg Remove many unused variables and unused setting files (#4607) 4 years ago
engine.json Motion Matching (#7232) 4 years ago
pytest.ini address feedback from PR 4 years ago
system_android_android.cfg Remove many unused variables and unused setting files (#4607) 4 years ago
system_ios_ios.cfg Remove many unused variables and unused setting files (#4607) 4 years ago
system_linux_pc.cfg Remove many unused variables and unused setting files (#4607) 4 years ago
system_mac_mac.cfg Remove many unused variables and unused setting files (#4607) 4 years ago
system_windows_pc.cfg Physics/test axis aligned box shape configuration works #7378a (#5366) 4 years ago

README.md

O3DE (Open 3D Engine)

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/.

Download and Install

This repository uses Git LFS for storing large binary files.

Verify you have Git LFS installed by running the following command to print the version number.

git lfs --version 

If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.

Install Git LFS hooks

git lfs install

Clone the repository

git clone https://github.com/o3de/o3de.git

Building the Engine

Build requirements and redistributables

For the latest details and system requirements, refer to System Requirements in the documentation.

Windows

Optional

  • Wwise audio SDK
    • For the latest version requirements and setup instructions, refer to the Wwise Audio Engine Gem reference in the documentation.

Quick start engine setup

To set up a project-centric source engine, complete the following steps. For other build options, refer to Setting up O3DE 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.

  2. 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.
  3. 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 package path>
    

    Example:

    cmake -B C:\o3de\build\windows -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
    

    Note: Do not use trailing slashes for the <3rdParty package path>.

  4. 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 Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
      1. Name: LY_3RDPARTY_PATH
      2. Type: STRING
      3. Value: <3rdParty package path>
    5. Click Configure.
    6. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
    7. Click Generate.
  5. Register the engine with this command:

    scripts\o3de.bat register --this-engine
    
  6. 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 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.

    scripts\o3de.bat create-project --project-path <your new project path>
    
  2. Configure a solution for your project.

    cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16"
    

    Example:

    cmake -B C:\my-project\build\windows -S C:\my-project -G "Visual Studio 16"
    

    Note: Do not use trailing slashes for the <3rdParty cache path>.

  3. 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 in the documentation.

License

For terms please see the LICENSE*.TXT files at the root of this distribution.