ZEngine is an open-source 3D rendering engine written in C++ and using Vulkan as graphic API. It can be used for activities such as:
- Gaming
- Scientific computation and visualization
- Windows
- macOS (Under active revision as of today)
- Linux (
Debian
orUbuntu
are recommended systems) (Under active revision as of today)
Before building, make sure your setup is correct :
- Install Visual Studio 2022 Community or Professional, make sure to add "Desktop development with C++".
- Install PowerShell Core
- Install Python
- Install CMake 3.20 or later.
- Install DOTNET SDK 6
- Install Xcode from the App Store.
- Install Homebrew from a terminal:
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
- Install CMake through Homebrew :
brew update
brew install cmake
- Install NuGet through Homebrew :
brew update
brew install nuget
- Install PowerShell Core through Homebrew:
brew update
brew install --cask powershell
- Install DOTNET SDK 6
- Start
Powershell Core
and make sure that you can run CMake, You can typecmake --version
to simply output the current CMake version installed. - Change directories to the location where you've cloned the repository.
- Run the following command depending on the configuration:
- Debug version :
.\Scripts\BuildEngine.ps1 -Configurations Debug -RunBuilds $True
- Release version :
.\Scripts\BuildEngine.ps1 -Configurations Release -RunBuilds $True
- Debug version :
To only build the Launcher only, you can specify -LauncherOnly
which will skip building the engine :
- Debug version :
.\Scripts\BuildEngine.ps1 -Configurations Debug -RunBuilds $True -LauncherOnly
- Release version :
.\Scripts\BuildEngine.ps1 -Configurations Release -RunBuilds $True -LauncherOnly
- Setting
-RunBuilds
to$false
will result to only generate the build directory. - Omitting
-Configuration
will result to generate and build for bothDebug
andRelease
versions. - Specifying
-ForceShaderRebuild
option will force the engine's shaders rebuilding.
The project uses the following dependencies as submodules :
- GLFW for window creation and user input management for Windows, Linux, and MacOS,
- GLM for functions and mathematical calculations,
- STB for loading and manipulating image files for textures.
- ImGUI for GUI components and interaction.
- SPDLOG for logging
- EnTT for entity component system
- Assimp for managing and loading asset 2D -3D models
- yaml-cpp for parsing and emitting YAML files