Nav apraksta

Guthrie Adams 670705c7cf update SMC batch script to prompt user and generate files in a temp folder first 11 mēneši atpakaļ
.github 867fd1fb9a Change PR checklist GHA event type (#16765) 1 gadu atpakaļ
Assets 36b4e0c96c adding android 1 gadu atpakaļ
AutomatedTesting ba8e70dbea Merge remote-tracking branch 'upstream/point-release/23101' into carbonated/port/main23101 1 gadu atpakaļ
Code 1bef5b139a Compilation fixes when CARBONATED is not defined 1 gadu atpakaļ
Gems 670705c7cf update SMC batch script to prompt user and generate files in a temp folder first 11 mēneši atpakaļ
Registry bf18a89cb7 Render scale update related support and fixes (#136) 11 mēneši atpakaļ
Templates 35163eed95 Fix hardcoded path 1 gadu atpakaļ
Tools 8e874f6a82 Fixed race condition in directory calls in ly_test_tools (#16420) 1 gadu atpakaļ
cmake 22ed66b1ee Search for loose assets in a special dir first 11 mēneši atpakaļ
python 5b30aafe61 Remove PyYAML (#16395) 1 gadu atpakaļ
scripts 79686b6739 Android fixes. 11 mēneši atpakaļ
.automatedtesting.json 69df21262a Disable o3de-extras automated testing for stabilization (#16801) 1 gadu atpakaļ
.clang-format df2f6564e5 Adapt BinPackArguments: false in .clang-format. 2 gadi atpakaļ
.editorconfig a10351f38d Initial commit 3 gadi atpakaļ
.gitattributes badbcd3eab Initial Stars Feature (#8624) 2 gadi atpakaļ
.gitignore d664c45f8a Android Build Scripts Update (#17078) (#17149) 1 gadu atpakaļ
.lfsconfig 7cda947f6e Update .lfsconfig instructions 3 gadi atpakaļ
CMakeLists.txt 1bd895ced5 Merge branch 'development' of https://github.com/carbonated-dev/o3de into astarykh/MADPORT-340 1 gadu atpakaļ
CMakePresets.json 442bc3dd61 Adding CMakePresets support for O3DE. (#9037) 2 gadi atpakaļ
CODE_OF_CONDUCT.md 70dc678be7 Create CODE_OF_CONDUCT.md 3 gadi atpakaļ
CONTRIBUTING.md 4b74fcf708 Updated CONTRIBUTING.md 3 gadi atpakaļ
Doxyfile_ScriptBinds a10351f38d Initial commit 3 gadi atpakaļ
LICENSE.txt 5d941ddee6 Update license references (#11031) 2 gadi atpakaļ
LICENSE_APACHE2.TXT eb0b7346c4 o3de development - update licenses (#1665) 3 gadi atpakaļ
LICENSE_MIT.TXT eb0b7346c4 o3de development - update licenses (#1665) 3 gadi atpakaļ
README.md 8b2251bbd0 Merge remote-tracking branch 'upstream/stabilization/2305' into cgalvan/gitflow_230501_o3de 1 gadu atpakaļ
RETIRED_CODE.md c3899c6d5c Updated retired code listing with GridMate and GridHub 2 gadi atpakaļ
SECURITY.MD 0b5cea7397 Provide initial SECURITY.md for O3DE (#8039) 2 gadi atpakaļ
engine.json 555f16284a Increment engine version for point release 1 gadu atpakaļ
pytest.ini edda1f862f Update pytest.ini path blacklist (#12212) 2 gadi atpakaļ

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/.

Updates to this readme

July 06, 2021

  • Switch licenses to APACHE-2.0 OR MIT

May 14, 2021

  • Removed instructions for the 3rdParty zip file and downloader URL. This is no longer a requirement.
  • Updated instructions for dependencies
  • Links to full documentation

April 7-13, 2021

  • Updates to the 3rdParty zip file

March 25, 2021

  • Initial commit for instructions

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.