Markus Prettner fceca76d2b Remove some duplicate lines in Atom gem (#18491) | 3 дней назад | |
---|---|---|
.github | 2 месяцев назад | |
Assets | 1 неделя назад | |
AutomatedTesting | 1 месяц назад | |
Code | 1 неделя назад | |
Docker | 5 месяцев назад | |
Gems | 3 дней назад | |
Registry | 1 месяц назад | |
Templates | недель назад: 3 | |
Tools | 5 месяцев назад | |
cmake | 1 неделя назад | |
python | 1 неделя назад | |
scripts | 1 неделя назад | |
.automatedtesting.json | 4 месяцев назад | |
.clang-format | 2 лет назад | |
.editorconfig | 3 лет назад | |
.gitattributes | 2 лет назад | |
.gitignore | 1 год назад | |
.lfsconfig | 3 лет назад | |
CMakeLists.txt | 1 год назад | |
CMakePresets.json | 2 лет назад | |
CODE_OF_CONDUCT.md | 3 лет назад | |
CONTRIBUTING.md | 3 лет назад | |
Doxyfile_ScriptBinds | 3 лет назад | |
LICENSE.txt | 2 лет назад | |
LICENSE_APACHE2.TXT | 3 лет назад | |
LICENSE_MIT.TXT | 3 лет назад | |
README.md | 6 месяцев назад | |
RETIRED_CODE.md | 2 лет назад | |
SECURITY.MD | 2 лет назад | |
engine.json | 8 месяцев назад | |
pytest.ini | 2 лет назад |
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.
For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/.
For information about upcoming work and features, please visit https://o3de.org/roadmap. Progress against the roadmap is tracked here.
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/.
git lfs install
git clone https://github.com/o3de/o3de.git
For the latest details and system requirements, refer to System Requirements in the documentation.
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:
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>.
Alternatively, you can do this through the CMake GUI:
cmake-gui.exe
.<3rdParty package path>
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.
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>
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 -- /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.
This project exists thanks to all the people who contribute. [Contribute].
For terms please see the LICENSE*.TXT files at the root of this distribution.