Piccolo Engine is a tiny game engine used for the GAMES104 course.
Build Type | Status |
---|---|
Build Windows | |
Build Linux | |
Build macOS |
To build Piccolo, you must first install the following tools.
sudo apt install libxrandr-dev
sudo apt install libxrender-dev
sudo apt install libxinerama-dev
sudo apt install libxcursor-dev
sudo apt install libxi-dev
sudo apt install libglvnd-dev
sudo apt install libvulkan-dev
sudo apt install cmake
sudo apt install clang
sudo apt install libc++-dev
sudo apt install libglew-dev
sudo apt install libglfw3-dev
sudo apt install vulkan-validationlayers
sudo apt install mesa-vulkan-drivers
You may execute the build_windows.bat. This batch file will generate the projects, and build the Release config of Piccolo Engine automatically. After successful build, you can find the PiccoloEditor.exe at the bin directory.
Or you can use the following command to generate the Visual Studio project firstly, then open the solution in the build directory and build it manually.
cmake -S . -B build
The following build instructions only tested on specific hardware of x86_64, and do not support M1 chips. For M1 compatible, we will release later.
To compile Piccolo, you must have the most recent version of Xcode installed. Then run 'cmake' from the project's root directory, to generate a project of Xcode.
cmake -S . -B build -G "Xcode"
and you can build the project with
cmake --build build --config Release
Or you can execute the build_macos.sh to build the binaries.
You can execute the build_linux.sh to build the binaries.
For documentation, please refer to the Wiki section.
We have noticed some developers on Windows encounted PiccoloEditor.exe could run normally but reported an exception Vulkan Validation Layer: Validation Error when debugging. You can solve this problem by installing Vulkan SDK (official newest version will do).
You can build compile_commands.json
with the following commands when Unix Makefiles
generaters are avaliable. compile_commands.json
is the file
required by clangd
language server, which is a backend for cpp lsp-mode in Emacs.
For Windows:
cmake -DCMAKE_TRY_COMPILE_TARGET_TYPE="STATIC_LIBRARY" -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S . -B compile_db_temp -G "Unix Makefiles"
copy compile_db_temp\compile_commands.json .
Currently Physics Debug Renderer is only available on Windows. You can use the following command to generate the solution with the debugger project.
cmake -S . -B build -DENABLE_PHYSICS_DEBUG_RENDERER=ON
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