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My first attempt at an ECS-based game engine written in C++20, learning how to write an OpenGL renderer as I go.

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Iris Engine

Environment Setup

Suggested setups per OS:

Windows

macOS

If using VS Code, set up LLDB.

Install dependencies via Homebrew:

brew install \
irrlicht \
assimp \
cmake \
llvm \
pkg-config

Project Setup

Clone the repo with submodules:

git clone --recurse-submodules git@github.com:Riari/iris-engine.git

Bootstrap vcpkg:

.\external\vcpkg\bootstrap-vcpkg.bat -disableMetrics # Windows
.\external\vcpkg\bootstrap-vcpkg.sh -disableMetrics # Unix shells

CLion

Windows

Create a Visual Studio toolchain and point it to the VS Build Tools directory, e.g.:

C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools

If using Ninja, set the generator specified in the CMake Debug profile to Ninja.

Build

Command line

Install dependencies:

.\external\vcpkg\vcpkg install

Run CMake. For example, with Ninja and a suitable C++ compiler installed, run:

cmake . -DCMAKE_BUILD_TYPE=Debug -G Ninja

VS Code

Install these extensions:

Use the CMake: commands in the command palette to configure, build, and debug the project.

CLion

Allow CLion to load the CMake project and generate a debug configuration. It should work out of the box with the project's CMakeLists.txt.

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My first attempt at an ECS-based game engine written in C++20, learning how to write an OpenGL renderer as I go.

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