* Renamed ArchiveLocationPriority enum to FileSearchPriority and made it a proper enum class Added an ArchiveVars.cpp which checks the a new define: `LY_ARCHIVE_FILE_SEARCH_MODE_DEFAULT` That define represents the default value to use for the Archive system search mode Moved the FileSearchLocation enum to the ArchiveVars.h header Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the AssetBundleComponent to use AZ::IO::Path for level dirs Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Added a LY_ARCHIVE_FILE_SEARCH_MODE cache variable The Cache Variable default value is to Archive File Search Mode to PakOnly in Release. This can be overridden using a value for all configurations by specifying a number of 0, 1 or 2. Alternatively a generator expression can be used to set the Archive File Search Mode in specific configurations. For example to set the FileSearchMode to 1 in profile and 2 in release the following LY_ARCHIVE_FILE_SEARCH_MODE value can be used `$<$<CONFIG:profile>:1>$<$<CONFIG:release>:2>` Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated AssetBundler(Batch) VS Debugger arguments to populate the project-path optoin if a single project is configured. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Add support for serializing older versions of the AssetBundleManifest This is done by attaching the "ObjectStreamWriteElementOverride" attribute to the AssetBundleManifest reflection. That attribute contains a function which outputs an older serialized version of the AssetBundleManifest based on the `m_bundleVersion` member value. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * AZStd::variant Serialization fix The AttributeData<T> type is no longer suitable for storing the ObjectStreamWriterOverrideCB function Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
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_vs2019 -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" -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-packagesNote: 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.