No Description

Yaakuro 7fd21baa90 [LUA Editor] Allow none anti-aliased fonts (#17907) 2 days ago
.github 4ea6d8710b Stabilization/2310 @ 9f9829b26a47c2f255959b8e7edac24ac081c651 -> Development (#16844) 7 months ago
Assets 7d7fbb43bd Support for templated level creation (#17633) 3 weeks ago
AutomatedTesting 8138461fb9 feat: tweak EntityOutliner_EntityOrder.py 6 days ago
Code 7fd21baa90 [LUA Editor] Allow none anti-aliased fonts (#17907) 2 days ago
Gems 3042a206d8 hotfix: Remote tool send remote message fix and add proper unit test (#17902) 3 days ago
Registry 828a42c50d Merge branch 'development' into mobile_pipeline 3 weeks ago
Templates 46773db73d Fixed the GraphicsGem template (#17731) 4 weeks ago
Tools 8c8d5640bb Delete Tools/styleui (#17762) 3 weeks ago
cmake 34fd7151e4 Linux installer improvements (#17885) 5 days ago
python b8114db595 Updates to fix crash in O3DE caused by the python relocation (#17623) 1 month ago
scripts 6af4d03a6c feat: remove legacy perlin noise 4 days ago
.automatedtesting.json 6d4984a260 External repo update to JenkinsFile (#13780) 1 year ago
.clang-format df2f6564e5 Adapt BinPackArguments: false in .clang-format. 1 year ago
.editorconfig a10351f38d Initial commit 3 years ago
.gitattributes badbcd3eab Initial Stars Feature (#8624) 2 years ago
.gitignore e302882cb7 Android Build Scripts Update (#17078) 5 months ago
.lfsconfig 7cda947f6e Update .lfsconfig instructions 2 years ago
CMakeLists.txt 6e77dfa986 Initial PoC for a Quick Start no-code (script only) project (#16645) 7 months ago
CMakePresets.json 442bc3dd61 Adding CMakePresets support for O3DE. (#9037) 2 years ago
CODE_OF_CONDUCT.md 70dc678be7 Create CODE_OF_CONDUCT.md 2 years ago
CONTRIBUTING.md 4b74fcf708 Updated CONTRIBUTING.md 2 years ago
Doxyfile_ScriptBinds a10351f38d Initial commit 3 years ago
LICENSE.txt 5d941ddee6 Update license references (#11031) 1 year ago
LICENSE_APACHE2.TXT eb0b7346c4 o3de development - update licenses (#1665) 2 years ago
LICENSE_MIT.TXT eb0b7346c4 o3de development - update licenses (#1665) 2 years ago
README.md 94f0ff29d0 Update README.md to add links to the roadmap (#17858) 1 week ago
RETIRED_CODE.md c3899c6d5c Updated retired code listing with GridMate and GridHub 2 years ago
SECURITY.MD 0b5cea7397 Provide initial SECURITY.md for O3DE (#8039) 2 years ago
engine.json a41c8f0069 Remove SliceFavorites Gem 1 month ago
pytest.ini edda1f862f Update pytest.ini path blacklist (#12212) 1 year ago

README.md

O3DE (Open 3D Engine)

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.

Contribute

For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/.

Roadmap

For information about upcoming work and features, please visit https://o3de.org/roadmap. Progress against the roadmap is tracked here.

Download and Install

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/.

Install Git LFS hooks

git lfs install

Clone the repository

git clone https://github.com/o3de/o3de.git

Building the Engine

Build requirements and redistributables

For the latest details and system requirements, refer to System Requirements in the documentation.

Windows

Optional

  • Wwise audio SDK
    • For the latest version requirements and setup instructions, refer to the Wwise Audio Engine Gem reference in the documentation.

Quick start engine setup

To set up a project-centric source engine, complete the following steps. For other build options, refer to Setting up O3DE from GitHub in the documentation.

  1. Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.

  2. Install the following redistributables:

    • 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.
  3. Configure the engine source into a solution using this command line, replacing <your build path>, <your source path>, and <3rdParty package path> with the paths you've created:

    cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>
    

    Example:

    cmake -B C:\o3de\build\windows -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
    

    Note: Do not use trailing slashes for the <3rdParty package path>.

  4. Alternatively, you can do this through the CMake GUI:

    1. Start cmake-gui.exe.
    2. Select the local path of the repo under "Where is the source code".
    3. Select a path where to build binaries under "Where to build the binaries".
    4. Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
      1. Name: LY_3RDPARTY_PATH
      2. Type: STRING
      3. Value: <3rdParty package path>
    5. Click Configure.
    6. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
    7. Click Generate.
  5. Register the engine with this command:

    scripts\o3de.bat register --this-engine
    
  6. The configuration of the solution is complete. You are now ready to create a project and build the engine.

For more details on the steps above, refer to Setting up O3DE from GitHub in the documentation.

Setting up new projects and building the engine

  1. From the O3DE repo folder, set up a new project using the o3de create-project command.

    scripts\o3de.bat create-project --project-path <your new project path>
    
  2. Configure a solution for your project.

    cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16"
    

    Example:

    cmake -B C:\my-project\build\windows -S C:\my-project -G "Visual Studio 16"
    

    Note: Do not use trailing slashes for the <3rdParty cache path>.

  3. Build the project, Asset Processor, and Editor to binaries by running this command inside your project:

    cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
    

    Note: Your project name used in the build target is the same as the directory name of your project.

This will compile after some time and binaries will be available in the project build path you've specified, under bin/profile.

For a complete tutorial on project configuration, see Creating Projects Using the Command Line Interface in the documentation.

Code Contributors

This project exists thanks to all the people who contribute. [Contribute].

License

For terms please see the LICENSE*.TXT files at the root of this distribution.