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/
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
- 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/
- 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
- The
-
Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.
-
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
-
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>
-
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
andLY_PROJECTS
- Click "Generate"
- Start
-
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
-
This will compile after some time and binaries will be available in the build path you've specified
- While still within the repo folder, register the engine with this command:
scripts\o3de.bat register --this-engine
- Setup new projects using the
o3de create-project
command.<Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
- Register the engine to the project
<Repo path>\scripts\o3de.bat register --project-path <New project path>
- 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.
For terms please see the LICENSE*.TXT file at the root of this distribution.