o3de / o3de
- пятница, 9 июля 2021 г. в 00:27:58
Source for fully featured AAA Open 3D Engine
July 06, 2021
May 14, 2021
April 7-13, 2021
March 25, 2021
This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.
To install Git LFS, download the binary here: https://git-lfs.github.com/.
After installation, you will need to install the necessary git hooks with this command
git lfs install
You will need your personal access token credentials to authenticate when you clone the repository and when downloading objects from Git LFS
Create a personal access token with the 'repo' scope.
During the clone operation, you will be prompted to enter a password. Your token will be used as the password. You will also be prompted a second time for Git LFS.
Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.
It is highly recommended you check that you have a credential manager installed and configured
For Linux and Mac, use the following commands to store credentials
Linux:
git config --global credential.helper cache
Mac:
git config --global credential.helper osxkeychain
> git clone https://github.com/o3de/o3de.git
Cloning into 'o3de'...
# initial prompt for credentials to download the repository code
# enter your Github username and personal access token
remote: Counting objects: 29619, done.
Receiving objects: 100% (29619/29619), 40.50 MiB | 881.00 KiB/s, done.
Resolving deltas: 100% (8829/8829), done.
Updating files: 100% (27037/27037), done.
# second prompt for credentials when downloading LFS files
# enter your Github username and personal access token
Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done.
If you have the Git credential manager core or other credential helpers installed, you should not be prompted for your credentials anymore.
set LY_WWISE_INSTALL_PATH=<path to Wwise version>
set LY_WWISE_INSTALL_PATH="C:\Program Files (x86)\Audiokinetic\Wwise 2021.1.1.7601"
Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.
For the 0.5 branch - Create an empty text file named
3rdParty.txt
in this folder, to allow a legacy CMake validator to pass
Install the following redistributables to the following:
set LY_WWISE_INSTALL_PATH=<path to WWise>
Navigate into the repo folder, then download the python runtime with this command
For the 0.5 branch - Set this environment variable prior to the
get_python
command below:set LY_PACKAGE_SERVER_URLS=https://d2c171ws20a1rv.cloudfront.net
python\get_python.bat
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:
cmake-gui.exe
LY_3RDPARTY_PATH
and LY_PROJECTS
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
scripts\o3de.bat register --this-engine
o3de create-project
command. In the 0.5 branch, the project directory must be a subdirectory in the repo folder.
<Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
<Repo path>\scripts\o3de.bat register --project-path <New project path>
cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>
// For the 0.5 branch, you must build a new Editor for each project:
cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
// For all other branches, just build the project:
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.