* 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> |
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| Doxyfile_ScriptBinds | 5 years ago | |
| LICENSE.txt | 5 years ago | |
| LICENSE_APACHE2.TXT | 5 years ago | |
| LICENSE_MIT.TXT | 5 years ago | |
| README.md | 4 years ago | |
| RETIRED_CODE.md | 4 years ago | |
| SerializeContextAnalysis.bat | 4 years ago | |
| SliceBuilderSettings.json | 5 years ago | |
| aztest_bootstrap.json | 5 years ago | |
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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
- Visual Studio 2019 16.9.2 minimum (All editions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Check System 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 3.20.5 minimum: https://cmake.org/download/#latest (Release Candidate versions are not supported)
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.
-
Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.
-
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.
-
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-packagesNote: Do not use trailing slashes for the <3rdParty package path>.
-
Alternatively, you can do this through the CMake GUI:
- Start
cmake-gui.exe. - Select the local path of the repo under "Where is the source code".
- Select a path where to build binaries under "Where to build the binaries".
- Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
- Name: LY_3RDPARTY_PATH
- Type: STRING
- Value:
<3rdParty package path>
- Click Configure.
- Wait for the key values to populate. Update or add any additional fields that are needed for your project.
- Click Generate.
- Start
-
Register the engine with this command:
scripts\o3de.bat register --this-engine -
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
-
From the O3DE repo folder, set up a new project using the
o3de create-projectcommand.scripts\o3de.bat create-project --project-path <your new project path> -
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>.
-
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 -- /mNote: 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.