Install the engine in the desired position.
$ git clone -b buildable --recurse-submodules https://github.com/Othereum/Otherengine
Template helps you setup your game projects quickly and easily: https://github.com/Othereum/Otherengine-Template
Item | Min Version | Note |
---|---|---|
MSVC | 19.26 | Windows |
Clang | 10 | Linux |
CMake | 3.16 | * |
* For Linux, we do provide a auto installation script: $ ./GetCMake.sh [version]
; However, it is recommended to install it using package manager.
Item | Min Version | Auto Install |
---|---|---|
{fmt} | 7.0.0 | O |
spdlog | 1.7.0 | O |
nlohmann-json | 3.9.0 | O |
FMOD | 2.00 | △* |
SDL2 | X | |
GLEW | X | |
otm | O | |
stb | O |
* You have to sign up on the FMOD official website. In Windows, you can download the installer and install it in the default path(C:\Program Files (x86)\FMOD SoundSystem\FMOD Studio API Windows
). On Linux, install manually on /usr/local/
(recommended) or use a script: $ ./GetFMOD.sh <username> <password> [version]
Use vcpkg to install libraries manually in Windows.
NOTE: The default triplet for vcpkg is
x86-window
. To install the x64 package, you must specify it.
ex)vcpkg install sdl2:x64-windows glew:x64-windows
You can also change the default triplet. You can set the value of the system environment variable
VCPKG_DEFAULT_TRIPLET
tox64-window
.
NOTE 2: In Visual Stduio 2019 16.6.5, If vcpkg is installed in
Program Files
, there is a bug that completely deletes and regenerates the cache, mistaking that the toolchain has changed each time the CMake cache is created. It is recommended to install vcpkg atC:
.
Tip: If possible, install libraries manually. Auto-installation slows build speed.
Visual Studio makes building easy and simple. Check out CMake projects in Visual Studio for more information.
In Windows, this is what the build result will look like:
◢ MyGame
◢ Binaries
Otherengine-Core.dll
Othrengine-Engine.dll
Otherengine-Renderer.dll
MyGame.exe
MyGame-Module.dll
...
▷ out
▷ Source
CMakeLists.txt
CMakeSettings.json
...
All build results are stored in Binaries. Try running MyGame.exe. If it works well, you'll see a black screen because we haven't added anything yet.
That's it! So we finished the development setup. Now we can begin to develop.