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 7dabe8b6e9
Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262)
* Fixed organization of the AssetProcessor SourceAssetBrowser

Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations

* Added ly_enable_gems call to Atom gems targets that are required

The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.

* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.

This is needed as the DefaultLevel.prefab contains an Editor Camera
Component

* Adding the ly_enable_gem call to make the Maestro gem required

CrySystem currently requires Maestro to be enabled in order to
initialize

* Added ly_enable_gems call to the SceneProcessing gem to make it required

The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.

* Fixed bad argument in comment for Prefab CMakeLists.txt

* Fixed Assert in Asset Builders due to the Atom RPI Builder

The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time

The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset

Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum

* Added TypeId output to the JsonDeserializer report message about missing
ClassData

Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type

* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.

Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target

* Adding newline to the end of the Camera Gem CMakeLists.txt

* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE

* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory

* Adding the Atom_Bootstrap gem as a required gem

The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module

* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array

* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into

* Adding newline to the end of Atom_Bootstrap CMakeLists.txt

* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block

* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
5 years ago
Assets {SPEC-6465} DeltaCatalog.xml does not contain value (#935) 5 years ago
AutomatedTesting Fixed cloth automated tests. (#1400) 5 years ago
Code Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262) 5 years ago
Gems Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262) 5 years ago
Registry Fix Android Startup Error related to bootstrap's project_path being in the target deployed bootstrap path (#1322) 5 years ago
Templates Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262) 5 years ago
Tools added warning message 5 years ago
cmake Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262) 5 years ago
python Update minimum required CMake version to 3.20 (#1253) 5 years ago
scripts Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262) 5 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 Updating the ProjectManager code and scripts with new layout of the o3de package scripts 5 years ago
.lfsconfig Updating lfs endpoint 5 years ago
CMakeLists.txt StaticModules.in must be generated after the gems are enabled 5 years ago
Doxyfile_ScriptBinds Initial commit 5 years ago
LICENSE.txt Initial commit 5 years ago
README.md Update minimum required CMake version to 3.20 (#1253) 5 years ago
SerializeContextAnalysis.bat Initial commit 5 years ago
SliceBuilderSettings.json Initial commit 5 years ago
aztest_bootstrap.json Initial commit 5 years ago
ctest_pytest.ini Initial commit 5 years ago
editor.cfg Initial commit 5 years ago
engine.json Removed legacy PhysicsEntities gem 5 years ago
system_android_android.cfg Renamed osx_gl to mac and es3 to android for cache folders (#949) 5 years ago
system_ios_ios.cfg Initial commit 5 years ago
system_linux_pc.cfg Initial commit 5 years ago
system_mac_mac.cfg Renamed osx_gl to mac and es3 to android for cache folders (#949) 5 years ago
system_windows_pc.cfg Initial commit 5 years ago

README.md

Project Spectra Private Preview

Confidentiality; Pre-Release Access

Welcome to the Project Spectra Private Preview. This is a confidential pre-release project; your use is subject to the nondisclosure agreement between you (or your organization) and Amazon. Do not disclose the existence of this project, your participation in it, or any of the materials provided, to any unauthorized third party. To request access for a third party, please contact Royal O'Brien, obriroya@amazon.com.

Full instructions can be found here:

https://docs.o3de.org/docs/welcome-guide/setup/setup-from-github/

(Note: Contact Royal or Doug Erickson, dougeric@amazon.com for access)

Updates to this readme

May 14, 2021

  • Removed instructions for the 3rdParty zip file and downloader URL. This is no longer a requirement.
  • Updated instructions for dependencies
  • Links to full documentation

April 7-13, 2021

  • Updates to the 3rdParty zip file

March 25, 2021

  • Initial commit for instructions

Download and Install

This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.

To install Git LFS, download the binary here: https://git-lfs.github.com/.

After installation, you will need to install the necessary git hooks with this command

git lfs install

Create a Git Personal Access Token

You will need your personal access token credentials to authenticate when you clone the repository and when downloading objects from Git LFS

Create a personal access token with the 'repo' scope.

During the clone operation, you will be prompted to enter a password. Your token will be used as the password. You will also be prompted a second time for Git LFS.

Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.

It is highly recommended you check that you have a credential manager installed and configured

For Linux and Mac, use the following commands to store credentials

Linux:

git config --global credential.helper cache

Mac:

git config --global credential.helper osxkeychain

Clone the repository

> git clone https://github.com/aws-lumberyard/o3de.git
Cloning into 'o3de'...

# initial prompt for credentials to download the repository code
# enter your Github username and personal access token

remote: Counting objects: 29619, done.
Receiving objects: 100% (29619/29619), 40.50 MiB | 881.00 KiB/s, done.
Resolving deltas: 100% (8829/8829), done.
Updating files: 100% (27037/27037), done.

# second prompt for credentials when downloading LFS files
# enter your Github username and personal access token

Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done.

If you have the Git credential manager core or other credential helpers installed, you should not be prompted for your credentials anymore.

Building the Engine

Build Requirements and redistributables

Windows

Optional

  • WWise - 2019.2.8.7432 minimum: https://www.audiokinetic.com/download/
    • Note: This requires registration and installation of a client to download
    • You will also need to set a environment variable: set LY_WWISE_INSTALL_PATH=<path to WWise version>
    • For example: set LY_WWISE_INSTALL_PATH="C:\Program Files (x86)\Audiokinetic\Wwise 2019.2.8.7432"

Quick Start Build Steps

  1. Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.

    For the 0.5 branch - Create an empty text file named 3rdParty.txt in this folder, to allow a legacy CMake validator to pass

  2. 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
    • WWise can be installed anywhere, but you will need to set an environment variable for CMake to detect it: set LY_WWISE_INSTALL_PATH=<path to WWise>
  3. Navigate into the repo folder, then download the python runtime with this command

    For the 0.5 branch - Set this environment variable prior to the get_python command below:

    set LY_PACKAGE_SERVER_URLS=https://d2c171ws20a1rv.cloudfront.net
    
    python\get_python.bat
    
  4. Configure the source into a solution using this command line, replacing and <3rdParty cache path> to a path 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 
    

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

  5. 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 and LY_PROJECTS
    6. Click "Generate"
  6. 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
    
  7. 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:
    scripts\o3de.bat register --this-engine
    
  2. Setup new projects using the o3de create-project command. In the 0.5 branch, the project directory must be a subdirectory in the repo folder.
    <Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
    
  3. Register the engine to the project
    <Repo path>\scripts\o3de.bat register --project-path <New project path>
    
  4. Once you're ready to build the project, run the same set of commands to configure and build:
    cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>
    
    // For the 0.5 branch, you must build a new Editor for each project:
    cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
    
    // For all other branches, just build the project:
    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 in the documentation.

License

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