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Piccolo (formerly Pilot) – mini game engine for games104

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BoomingTech/Piccolo

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Piccolo Engine logo

Piccolo Engine is a tiny game engine used for theGAMES104 course.

Continuous build status

Build TypeStatus
Build WindowsBuild Windows
Build LinuxBuild Linux
Build macOSBuild macOS

Prerequisites

To build Piccolo, you must first install the following tools.

Windows 10/11

  • Visual Studio 2019 (or more recent)
  • CMake 3.19 (or more recent)
  • Git 2.1 (or more recent)

macOS >= 10.15 (x86_64)

  • Xcode 12.3 (or more recent)
  • CMake 3.19 (or more recent)
  • Git 2.1 (or more recent)

Ubuntu 20.04

  • apt install the following packages
sudo apt install libxrandr-devsudo apt install libxrender-devsudo apt install libxinerama-devsudo apt install libxcursor-devsudo apt install libxi-devsudo apt install libglvnd-devsudo apt install libvulkan-devsudo apt install cmakesudo apt install clangsudo apt install libc++-devsudo apt install libglew-devsudo apt install libglfw3-devsudo apt install vulkan-validationlayerssudo apt install mesa-vulkan-drivers
  • NVIDIA driver (The AMD and Intel driver is open-source, and thus is installed automatically by mesa-vulkan-drivers)

Build Piccolo

Build on Windows

You may execute thebuild_windows.bat. This batch file will generate the projects, and build theRelease config ofPiccolo Engine automatically. After successful build, you can find the PiccoloEditor.exe at thebin directory.

Or you can use the following command to generate theVisual Studio project firstly, then open the solution in the build directory and build it manually.

cmake -S . -B build

Build on macOS

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 thebuild_macos.sh to build the binaries.

Build on Ubuntu 20.04

You can execute thebuild_linux.sh to build the binaries.

Documentation

For documentation, please refer to the Wiki section.

Extra

Vulkan Validation Layer: Validation Error

We have noticed some developers on Windows encounted PiccoloEditor.exe could run normally but reported an exception Vulkan Validation Layer: Validation Errorwhen debugging. You can solve this problem by installing Vulkan SDK (official newest version will do).

Generate Compilation Database

You can buildcompile_commands.json with the following commands whenUnix Makefiles generaters are avaliable.compile_commands.json is the filerequired byclangd 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 .

Using Physics Debug Renderer

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

Note:

  1. Please clean the build directory before regenerating the solution. We've encountered building problems in regenerating directly with previous CMakeCache.
  2. Physics Debug Renderer will run when you start PiccoloEditor. We've synced the camera position between both scenes. But the initial camera mode in Physics Debug Renderer is wrong. Scrolling down the mouse wheel once will change the camera of Physics Debug Renderer to the correct mode.

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