Engine has been built and tested on macOS and Linux. (I’d like some help getting it working on Windows, if you have the time and inclination!)
Engine also depends upon the CMake build system, and the Conan dependency manager.
Engine is available from (and makes use of the) the Conan dependency manager. And so should you. It’s pretty good.
To incorporate Engine into your project using Conan, create a file called
conanfile.txt, and add the following:
[requires] engine/[email protected]/stable
If you are using more advanced Conan features, you can just add this to your
class MyAwesomeProject(ConanFile) requires = "engine/[email protected]/stable" ...
At any rate, from your build directory, simply run
$ conan install --build=missing path/to/source
--build=missing is because at the moment Engine only offers source installs&emdash;we’ll offer pre-built binaries before too long, just you see.)
(You can read more about using Conan with your project in the Conan docs)
You can fiddle with the following options for your build:
build_shared_libsBuild Engine as a dynamic/shared library. Default is to build as a static library. Building shared libraries is basically untested at the moment.
The following options exist, but only really affect development of Engine
build_engine_testsBuild the Engine test suite. Default is not to.
build_engine_examplesBuild the included Engine example projects. Default is not to.
build_engine_coverageBuild the Engine coverage suite. Implies
build_engine_tests=True. Default is not to.
If you’ve never used Conan before, it works with a wide range of project toolchains, but Conan works best with CMake. Add the following lines somewhere near the top of your
Then you can run CMake as usual
cmake path/to/source cmake --build .