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EEnginE is (or will be) a simple - but fullfeatured - Vulkan 3D engine. Providing modules for networking, physic (both not started yet) and 2D/3D graphic.
| Branch | Build Status |
|---|---|
| master | |
| develop |
- CMake v3.4 or newer
- The LunarG Vulkan SDK
- glslang, required for building shaders
- Linux/UNIX (at least one of those):
- X11 (xcb) and it's headers (including RandR)
- Wayland and it's headers (not yet supported)
- Mir and it's headers (not yet supported)
$ git clone --recursive https://github.com/EEnginE/engine
$ mkdir build
$ cd build
$ cmake <Additional CMake options> ..
$ make
$ make installAlternatively, you can use ninja instead of make by adding -G Ninja to your cmake options.
Install Git Bash from here and download the project with:
git clone https://github.com/EEnginE/engineOR
Download the sourcecode from https://github.com/EEnginE/engine directly
Now install CMake and GIT.
You need at least Visual Studio 2015 to compile the project. Using Mingw or Clang may also work.
-
-DCMAKE_INSTALL_PREFIX=/install/prefix -
-DDISPLAY_SERVER=<which>Possible options:
- UNIX_X11: stable - default on Linux / Unix
- WIN32_WINDOWS: work in progress
- UNIX_WAYLAND: work in progress
- UNIX_MIR: not yet started
-
-DENGINE_LINK_SHARED=<0/1>Link the engine:
- 0: static
- 1: shared - default
-
-DEXTRA_CXX_FLAGS=<CXX compiler options> -
-DSANITIZERS=<sanitizers>Select sanitizers to use. Only works with clang.
-
-DSANITIZER_OPTIONS=<options> -
-DDEBUG_LOG_ALL=<0/1>Enables / Disables all ALL additional debug messages. You can enable and disable those seperately with
-DLOG_<type>=<0/1>. This will overwrite-DDEBUG_LOG_ALL=<0/1> -
-DGLSL_TO_SPIRV_COMPILER=</path/to/glslangValidator(.exe)>Sets the path to the GLSL to SPIR-V compiler