بدون توضیح

Markus Prettner fceca76d2b Remove some duplicate lines in Atom gem (#18491) 3 روز پیش
.github ac93329b52 Update 24.09-bug-report.yml 2 ماه پیش
Assets c98435a95b Fix Linux Python Installer issues (#18406) (#18454) 1 هفته پیش
AutomatedTesting 6093334c07 Merge branch 'dev' into SponzaNormals 1 ماه پیش
Code dac846596b Added functions StoreToRow/ColumnMajorFloat11 for Matrix3x3 for GPU constant buffer packing (#18457) 1 هفته پیش
Docker 76b40e6f34 Revert "Fix permission issues in docker container for the installed o3de (#18047)" (#18055) 5 ماه پیش
Gems fceca76d2b Remove some duplicate lines in Atom gem (#18491) 3 روز پیش
Registry 5b43bc83e4 Asset Import Universal Scene Description (USD) Files (#18361) 1 ماه پیش
Templates 6ca071d60c Remove static library targets from Atom_Feature_Common 3 هفته پیش
Tools 3f94f92021 fix python exceptions raised when a test case fails (#17559) 5 ماه پیش
cmake 8f26dbf996 Legacy Android Script Deprecation (#17916) 1 هفته پیش
python 0ce7433f04 Double-quote windows command calls to support spaces in paths (#18429) (#18455) 1 هفته پیش
scripts 8f26dbf996 Legacy Android Script Deprecation (#17916) 1 هفته پیش
.automatedtesting.json d5eaa35bb2 Revert using the multi-device-resources branch for o3de-extras. (#18058) 4 ماه پیش
.clang-format df2f6564e5 Adapt BinPackArguments: false in .clang-format. 2 سال پیش
.editorconfig a10351f38d Initial commit 3 سال پیش
.gitattributes badbcd3eab Initial Stars Feature (#8624) 2 سال پیش
.gitignore e302882cb7 Android Build Scripts Update (#17078) 1 سال پیش
.lfsconfig 7cda947f6e Update .lfsconfig instructions 3 سال پیش
CMakeLists.txt 6e77dfa986 Initial PoC for a Quick Start no-code (script only) project (#16645) 1 سال پیش
CMakePresets.json 442bc3dd61 Adding CMakePresets support for O3DE. (#9037) 2 سال پیش
CODE_OF_CONDUCT.md 70dc678be7 Create CODE_OF_CONDUCT.md 3 سال پیش
CONTRIBUTING.md 4b74fcf708 Updated CONTRIBUTING.md 3 سال پیش
Doxyfile_ScriptBinds a10351f38d Initial commit 3 سال پیش
LICENSE.txt 5d941ddee6 Update license references (#11031) 2 سال پیش
LICENSE_APACHE2.TXT eb0b7346c4 o3de development - update licenses (#1665) 3 سال پیش
LICENSE_MIT.TXT eb0b7346c4 o3de development - update licenses (#1665) 3 سال پیش
README.md 94f0ff29d0 Update README.md to add links to the roadmap (#17858) 6 ماه پیش
RETIRED_CODE.md c3899c6d5c Updated retired code listing with GridMate and GridHub 2 سال پیش
SECURITY.MD 0b5cea7397 Provide initial SECURITY.md for O3DE (#8039) 2 سال پیش
engine.json a41c8f0069 Remove SliceFavorites Gem 8 ماه پیش
pytest.ini edda1f862f Update pytest.ini path blacklist (#12212) 2 سال پیش

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.