Signed-off-by: William Hayward <wilhayw@amazon.com> |
4 years ago | |
|---|---|---|
| .github/ISSUE_TEMPLATE | 4 years ago | |
| Assets | 4 years ago | |
| AutomatedTesting | 4 years ago | |
| Code | 4 years ago | |
| Gems | 4 years ago | |
| Registry | 4 years ago | |
| Templates | 4 years ago | |
| Tools | 4 years ago | |
| cmake | 4 years ago | |
| python | 4 years ago | |
| scripts | 4 years ago | |
| .clang-format | 5 years ago | |
| .editorconfig | 5 years ago | |
| .gitattributes | 5 years ago | |
| .gitignore | 4 years ago | |
| .lfsconfig | 5 years ago | |
| CMakeLists.txt | 4 years ago | |
| CODE_OF_CONDUCT.md | 5 years ago | |
| CONTRIBUTING.md | 4 years ago | |
| 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 | |
| SerializeContextAnalysis.bat | 4 years ago | |
| SliceBuilderSettings.json | 5 years ago | |
| aztest_bootstrap.json | 5 years ago | |
| ctest_pytest.ini | 4 years ago | |
| editor.cfg | 5 years ago | |
| engine.json | 4 years ago | |
| system_android_android.cfg | 5 years ago | |
| system_ios_ios.cfg | 5 years ago | |
| system_linux_pc.cfg | 5 years ago | |
| system_mac_mac.cfg | 5 years ago | |
| system_windows_pc.cfg | 5 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
Windows
- Visual Studio 2019 16.9.2 minimum (All versions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- C++ 2019 redistributable update
- Install the following workloads:
- CMake 3.20 minimum: https://cmake.org/download/
Optional
- Wwise version 2021.1.1.7601 minimum: https://www.audiokinetic.com/download/
- Note: This requires registration and installation of a client application to download
- Note: It is generally okay to use a more recent version of Wwise, but some SDK updates will require code changes
- Make sure to select the
SDK(C++)component during installation of Wwise - CMake can find the Wwise install location in two ways:
- The
LY_WWISE_INSTALL_PATHCMake cache variable -- this is checked first - The
WWISEROOTenvironment variable which is set when installing Wwise SDK
- The
For more details and the latest requirements, refer to System Requirements 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 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 cache path>with the paths 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=ONExample:
cmake -B C:\o3de\build\windows_vs2019 -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages -DLY_UNITY_BUILD=ONNote: Do not use trailing slashes for the <3rdParty cache 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 Configure.
- Wait for the key values to populate. Fill in the fields that are relevant, including
LY_3RDPARTY_PATH. - 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> -DLY_UNITY_BUILD=ONExample:
cmake -B C:\my-project\build\windows_vs2019 -S C:\my-project -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages -DLY_UNITY_BUILD=ONNote: 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 -- /m
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.