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Building Atomic from Source
If you are working on Atomic itself or need to debug an Atomic project with an IDE such as Visual Studio, XCode, QtCreator, please see this article Advanced
Please note: Building from source code is intended for users who want to use/test new features or customize the C++ source code. For most users, we recommend the binary releases available for download on the official Atomic Game Engine website.
- Make sure to have Visual Studio 2015 or 2017 installed with the C++ compiler toolchain and have CMake on your PATH.
- Clone the AtomicGameEngine repository recursively:
git clone --recursive https://github.com/AtomicGameEngine/AtomicGameEngine
- Double click Build_AtomicEditor.bat in the root folder or use
Build_AtomicEditor.bat
If you have both VS2015 and VS2017 installed, use the --vs2017
flag to select VS2017.
- Your build of the Atomic Editor will be built in Artifacts/AtomicEditor.
- Install XCode and CMake, making sure CMake is on your path
- Clone the AtomicGameEngine repository recursively:
git clone --recursive https://github.com/AtomicGameEngine/AtomicGameEngine
- Open a shell and change directory (
cd
) to the root repository.
- Build the Atomic Game Engine using
./Build_AtomicEditor.sh
- The latest AtomicEditor.app will be built in Artifacts/AtomicEditor
The following instructions will install the Atomic Game Engine without C# support. To install with C# support, read this page.
- Install prerequisite packages:
Ubuntu 14.04 LTS 64 bit, Debian Jessie 8.x 64 bit:
sudo apt-get install build-essential cmake nodejs libgtk-3-dev libasound2-dev libxrandr-dev libgl1-mesa-dev libglu1-mesa-dev
Fedora/CentOS 7.2 64 bit:
sudo yum install gcc gcc-c++ libgcc cmake ccache nodejs gtk3-devel alsa-lib-devel libXrandr-devel mesa-libGL-devel mesa-libGLU-devel
openSUSE 64 bit:
sudo zypper install gcc gcc-c++ libgcc_s1 cmake ccache nodejs6 gtk3-devel alsa-devel libXrandr-devel Mesa-libGL-devel glu-devel
- Clone the AtomicGameEngine repository recursively:
git clone --recursive https://github.com/AtomicGameEngine/AtomicGameEngine
- Open a shell and change directory (
cd
) to the root repository. From here, run
sh Build_AtomicEditor.sh
- The AtomicEditor executable will be built in Artifacts/AtomicEditor
The following build flags are supported by the Build_AtomicEditor(.sh/.bat)
commands:
Flag | Description |
---|---|
--help |
Displays all these flags |
--with-android |
Build with Android platform support |
--with-ios |
Build with iOS platform support |
--with-web |
Build with WebGL platform support |
--opengl |
Enable OpenGL renderer (if on Windows, D3D11 is default) |
--d3d9 |
Enable Direct3D 9 renderer (if on Windows, D3D11 is default) |
--debug |
Build debug version of the editor and associated platform runtimes |
--noclean |
Do not clean before building, useful during development |
--nonet |
Build without AtomicNET C# scripting support |
--with-docs |
Build and install API documents into the editor (requires npm on path) |
--noexamples |
Don't include examples with editor |
--task=name |
Build the specified task (for development) |
--package |
Packages the editor to Artifacts/Dist |
--vs2015 |
Select Visual Studio 2015 (if both VS2015/VS2017 are installed) |
--vs2017 |
Select Visual Studio 2017 (if both VS2015/VS2017 are installed) |
The
--nonet
flag will automatically be applied if Visual Studio or mono isn't installed on the system
For example, if you want to build the editor without including examples, run the following from your root local source tree:
Windows
Build_AtomicEditor.bat --noexamples
macOS/Linux
./Build_AtomicEditor.sh --noexamples
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