Esteban Papp 89067fe667 Memory/benchmarks (#5896)
* initial version ported from an old implementation

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* simplification of code

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Fixes a recursive loop

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Removing commented code of different options for getting memory usage of a process

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* PR comment (NULL->nullptr)

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Adds mulit-threaded tests

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Improving runtime and making the whole duration manageable

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Fixes Linux build

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Fixes for mac

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Fixes for HeapSchema to get a default block if none is passed

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Adds recording functionality (disabled) and a benchmark that can run recordings

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Removes Heap allocator from being possible to use as a SystemAllocator since it doesnt allow dynamic allocating (only works with pre-allocated blocks)

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* WIP trying to use SystemAllocator instead of raw reads

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Makes the recorded benchmark more stable

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* More stability changes, improvement on type usage within the benchmark, cleanup of unstable stats

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Adds benchmark files for Android

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Fixes Linux nounity build

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* PR comments

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* Death test relies on an exception from ocurring, that exception is an access violation, which could not happen (i.e. the memory could be valid for the process)
The test didnt have to be a death test. Also handled the situation better in the code to be able to continue in that scenario (useful for release configurations)"

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2022-01-05 10:40:03 -08:00
2022-01-05 09:26:08 -08:00
2022-01-05 10:40:03 -08:00
2021-03-08 14:30:57 -08:00
2021-07-02 12:10:40 -07:00
2021-03-08 14:30:57 -08:00
2021-06-28 12:53:49 -07:00
2021-07-19 14:58:18 -05:00
2021-03-08 14:30:57 -08:00
2021-12-10 14:12:14 -08:00
2021-11-11 15:10:46 +00:00
2021-03-08 14:30:57 -08:00

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.

S
Description
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.
Readme 150 MiB
Languages
C++ 82.6%
Python 13.1%
CMake 1.5%
Roff 1.2%
Lua 0.5%
Other 0.8%