This project requires CMake 3.13 or higher, you can install it here.
For Linux
This project uses GLFW, so you will need to install those libraries to your machine.
GLFW also depends on having Doxygen, so you may want to have that as well.
After installing the SDK, you can simply run one of the provided scripts.
Running either one of these scripts will simply get all submodules and external libraries
that the engine uses and create a folder called build. The build folder will have your
platform specific build files (Visual Studio, Makefiles, etc).
Packaging a project
For ease of development and iteration the file paths to Assets (shaders, textures, models, etc) are all
absolute paths generated by CMake. If you want to have a copy of your executeable with asset paths relative
to the program, then generate your project files with CMake with this flag:
cmake -DDEFINE_SHIPPING=ON -B build .
Notice the -DDEFINE_SHIPPING option is set to ON. This sets a definiton that you can use in C++:
#ifdef FLING_SHIPPING
// Do some nice stuff
#else// Do non-shipping code, perhaps with a lot of log messages
#endif
Wanna contribute?
If you have any contributions or fixes that you want to contribute, then feel free to open
an issue or a pull request! I'm happy to talk about the project, so feel free to reach out
to me on Twitter or here on GitHub. Eventually a
goal is to have some more specific PR templates/coding standards but for now that is not a
priority.
The master branch is where we keep our stable releases only. For the most up to date development
see the staging branch
请发表评论