Starting files needed to start creating great products with the RPG-Engine and RPG-Editor
Initial Project Building requires download and extracting the latest release into an empty folder where your repo for your project is located.
Extracting the files will create the below folder structure for you including some basic files needed for a specific target. Some folders such as the third-party will not be created as it is generated through setup scripts for a target.
TODO: Talk about how to relink the submodules because sourcetree never picked them up
- project/
- assets/
- models
- scripts
- shaders
- opengl
- vulkan (created during builds)
- textures
- code/
- project
- shared
- targets/
- android
- console (mac)
- emscripten
- ios
- macos
- windows
- third-party (created during target setups)
- vulkan-shader-source
- assets/
Included in the template files is a .gitmodules file which will link the RPG-Engine and RPG-Editor repos to the project. These files are located under the project/code/engine/ & project/code/editor/. This gives us seperation between engine, editor and game code while still being able to compile it all together still.
You can adjust the settings below using the project/targets/android/build.gradle file but this is what is currently working by default
- Android Studio Version: 4.1.1
- Android NDK: 20.0.5594570
- Gradle: 6.5
- Min SDK Version: 21
- Target SDK Version: 29
Currently having issues building on Windows.
Rather than building a MacOS xcode project I have also setup a default console project you can setup, build through command line. This will produce an executable for you to launch.
Builds the project to web assembly for use in the browser.
Currently can not build via Windows.
- Target SDK Version: 12.0
- Taget SDK Version:: 10.14 (Mojave)
Before running the setup.ps1 on Windows you will need to download the Vulkan SDK (1.2.135.0) manually and install the files to the project/third-party/vulkan-windows
- Download vulkan and during the installation set it to the project/third-party/vulkan-windows (If this is not your first time simply copy the vulkan-windows from another project)
- Run setup.ps1
- open CMD
- cd to project/targets/windows
- powershell -File setup.ps1
- This will run through and download all third-party assets needed for the Windows target
For CLion I like to open the project at the project/ folder. Once you have selected that folder navigate to project/targets/windows/CMakeLists.txt and open that up. CLion should prompt you at the top of the file to load this as the project and select to do so.
File/Settings/Build, Execution, Deployment/CMake here we will click the + to make a new build and please make the following builds down below
Name: Debug Build Type: Debug CMake Options: -DCMAKE_BUILD_TYPE=Debug
Name: Release Build Type: Release CMake Options: -DCMAKE_BUILD_TYPE=Release
Name: Debug-OpenGL Build Type: Debug CMake Options: -DCMAKE_BUILD_TYPE=OpenGL
Name: Debug-OpenGL-Editor Build Type: Debug CMake Options: -DCMAKE_BUILD_TYPE=Editor
Lua has a function that uses a deprecated function called on iOS & Android. To avoid this issue it is reconmended to change this below after running the setup file for any target.
Open Ioslib.c inside of third-party/lua line 141
static int os_execute (lua_State *L) {
const char *cmd = luaL_optstring(L, 1, NULL);
int stat = system(cmd);
if (cmd != NULL)
return luaL_execresult(L, stat);
else {
lua_pushboolean(L, stat); /* true if there is a shell */
return 1;
}
}to
static int os_execute (lua_State *L) {
return 1;
}