Sin descripción

Hongshan Li 5bd6550bd9 Show pass execution device index if multi devices are available (#17904) hace 7 meses
.github 4ea6d8710b Stabilization/2310 @ 9f9829b26a47c2f255959b8e7edac24ac081c651 -> Development (#16844) hace 1 año
Assets 7d7fbb43bd Support for templated level creation (#17633) hace 7 meses
AutomatedTesting 8138461fb9 feat: tweak EntityOutliner_EntityOrder.py hace 7 meses
Code 654e156d1b Fixes crash when full refreshing AssetProcessor (#17869) (#17874) hace 7 meses
Gems 5bd6550bd9 Show pass execution device index if multi devices are available (#17904) hace 7 meses
Registry 828a42c50d Merge branch 'development' into mobile_pipeline hace 7 meses
Templates 46773db73d Fixed the GraphicsGem template (#17731) hace 8 meses
Tools 8c8d5640bb Delete Tools/styleui (#17762) hace 8 meses
cmake 34fd7151e4 Linux installer improvements (#17885) hace 7 meses
python b8114db595 Updates to fix crash in O3DE caused by the python relocation (#17623) hace 8 meses
scripts 6af4d03a6c feat: remove legacy perlin noise hace 7 meses
.automatedtesting.json 5992f1f698 Disable o3de-extras. hace 7 meses
.clang-format df2f6564e5 Adapt BinPackArguments: false in .clang-format. hace 2 años
.editorconfig a10351f38d Initial commit hace 3 años
.gitattributes badbcd3eab Initial Stars Feature (#8624) hace 2 años
.gitignore e302882cb7 Android Build Scripts Update (#17078) hace 1 año
.lfsconfig 7cda947f6e Update .lfsconfig instructions hace 3 años
CMakeLists.txt 6e77dfa986 Initial PoC for a Quick Start no-code (script only) project (#16645) hace 1 año
CMakePresets.json 442bc3dd61 Adding CMakePresets support for O3DE. (#9037) hace 2 años
CODE_OF_CONDUCT.md 70dc678be7 Create CODE_OF_CONDUCT.md hace 3 años
CONTRIBUTING.md 4b74fcf708 Updated CONTRIBUTING.md hace 3 años
Doxyfile_ScriptBinds a10351f38d Initial commit hace 3 años
LICENSE.txt 5d941ddee6 Update license references (#11031) hace 2 años
LICENSE_APACHE2.TXT eb0b7346c4 o3de development - update licenses (#1665) hace 3 años
LICENSE_MIT.TXT eb0b7346c4 o3de development - update licenses (#1665) hace 3 años
README.md 94f0ff29d0 Update README.md to add links to the roadmap (#17858) hace 7 meses
RETIRED_CODE.md c3899c6d5c Updated retired code listing with GridMate and GridHub hace 2 años
SECURITY.MD 0b5cea7397 Provide initial SECURITY.md for O3DE (#8039) hace 2 años
engine.json a41c8f0069 Remove SliceFavorites Gem hace 9 meses
pytest.ini edda1f862f Update pytest.ini path blacklist (#12212) hace 2 años

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/.

Roadmap

For information about upcoming work and features, please visit https://o3de.org/roadmap. Progress against the roadmap is tracked here.

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.

Code Contributors

This project exists thanks to all the people who contribute. [Contribute].

License

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