Skip to content

Contains platform and API specific code written by Primal community members.

License

Notifications You must be signed in to change notification settings

TheGameEngineers/PrimalPlus

Repository files navigation

PrimalPlus

Contains platform and API specific code written by Primal community members.

How to use

The general idea is to simply copy the files from this repository over on top of your Primal Engine code and it should work. It's possible you'll need to install platform-specific SDKs/APIs such as Vulkan SDK.

Prerequisits

Install Autodesk FBX SDK 2020.2 or later.

Install Vulkan SDK

Windows

Take the following steps to build Primal+ for Microsoft Windows.

  1. Make sure you have both Primal and Primal+ on your machine.
  2. Create a folder that will contain both, for example PrimalMerge\.
  3. Copy everything from Primal solution (except the .git and .vs folders) to PrimalMerge\.
  4. Copy everything from Primal+ (except the .git and .vs folders) to PrimalMerge\
  5. When prompted if you want to overwrite some file, choose yes to replace them.
  6. Run GenerateProjectFiles.bat
  7. Open Primal.sln using Visual Studio 2022 or later.

Linux

Take the following steps to build Primal+ for Linux.

  1. Make sure you have GCC installed on your machine.
  2. Follow steps 1 - 5 from the Windows section above.
  3. You may need to enter chmod +x GenerateProjectFiles.sh and chmod +x W_GenerateProjectFiles.sh
  4. Run GenerateProjectFiles.sh to generate Makefiles for use with XLib
  5. Run W_GenerateProjectFiles.sh to generate Makefiles for use with Wayland (NOTE: Wayland is not implemented yet, this will be coming soon)
  6. Makefiles will now be generated. Simply enter the make command in the root folder to build all configurations, or browse in your editor of choice.

Note: The Editor is currently Windows only, so this will only build the engine, and the engine test.

Caveats

We're using Premake 5.0 to generate C++ project files. However, it doesn't cover all options offered by Visual Studio C++ compiler and linker. When necessary, you can tweak the project settings afterwards to set any options that are missing.

How to contribute

In order to make it as easy as possible for everyone to integrate the code in their engine, contributions should use the same folder structure and naming conventions as Primal Engine's code base. We're looking forward to seeing your contributions.

About

Contains platform and API specific code written by Primal community members.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published