Open 3D Engine (O3DE) is an Apache 2.0-licensed 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. #o3de #gameengine #engine

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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

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_PATH CMake cache variable -- this is checked first
      • The WWISEROOT environment variable which is set when installing Wwise SDK

Quick Start Build Steps

  1. Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.

  2. Install the following redistributables to the following:

    • 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 source into a solution using this command line, replacing and <3rdParty cache path> to a path 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=ON -DLY_PROJECTS=AutomatedTesting 
    

    Note: Do not use trailing slashes for the <3rdParty cache 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 "Configure"
    5. Wait for the key values to populate. Fill in the fields that are relevant, including LY_3RDPARTY_PATH and LY_PROJECTS
    6. Click "Generate"
  5. The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo:

    cmake --build <your build path> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m
    
  6. This will compile after some time and binaries will be available in the build path you've specified

  7. Setting up new projects

    1. While still within the repo folder, register the engine with this command:

      scripts\o3de.bat register --this-engine
      
    2. Setup new projects using the o3de create-project command.

      <Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
      
    3. Register the engine to the project

      <Repo path>\scripts\o3de.bat register --project-path <New project path>
      
    4. Once you're ready to build the project, run the same set of commands to configure and build:

      cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>
      
      cmake --build <your project build path> --target <New Project Name>.GameLauncher --config profile -- /m
      

    For a tutorial on project configuration, see Creating Projects Using the Command Line in the documentation.

    License

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