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One Thousand Years

One Thousand Years is an utility engine powered by Ogre3D, BulletPhysics, SDL2, FMod, JsonCPP, and more. Written in C++, it aims to give a base for our games, Mood and G.Shift.

Set-Up

There are two ways to set-up, we provide a PowerShell script to make things easier, but you can also set up everything manually if you prefer or if the automated script gives you problems (please open an issue or contact the team if this happens!).

In advance, we require you to have installed CMake and Visual Studio 2019.

Automated Set-Up

First of all, you might need to change PowerShell's policy settings to run our script, it is because we provide an unofficial script, to allow it, you will need to use the Set-ExecutionPolicy command, you can safely do the following:

Set-ExecutionPolicy Unrestricted -Scope Process

The -Scope Process sets the execution policy for the PowerShell's session, meaning it will reset to default once you close the window. If you drop it, Scope's value will be LocalMachine, affecting all users of the computer.

To run the script, we will use an existing PowerShell window, you can open it by pressing Shift and then do right click anywhere in the project's folder, it will show you some extra options, including Open PowerShell window here. Alternatively, open a new window and cd to the project's folder.

Once you have your PowerShell window in this project's folder, run the following command to set up all dependencies and compile the project:

.\scripts\build.ps1

That's all!

Manual Set-Up

All the steps will be done with CMake's GUI and VS2019, you are welcome to use scripts in the shell of your preference.

BulletPhysics

  1. Open CMake-GUI and set up the following parameters:
    • Source Code: deps/bullet
    • Build Folder: deps/bullet/build
  2. Click on the Configure button.
  3. Set up the following values:
    • BUILD_BULLET2_DEMOS: OFF
    • BUILD_BULLET3: ON
    • BUILD_CLSOCKET: OFF
    • BUILD_CPU_DEMOS: OFF
    • BUILD_ENET: OFF
    • BUILD_EXTRAS: OFF
    • BUILD_OPENGL3_DEMOS: OFF
    • BUILD_PYBULLET: OFF
    • BUILD_SHARED_LIBS: OFF
    • BUILD_UNIT_TESTS: OFF
    • USE_MSVC_RUNTIME_LIBRARY_DLL: ON
  4. Click on the Generate button.
  5. Compile the project (ALL_BUILD by default) in Debug and Release.

JsonCPP

  1. Open CMake-GUI and set up the following parameters:
    • Source Code: deps/jsoncpp
    • Build Folder: deps/jsoncpp/build
  2. Click on the Configure button.
  3. Click on the Generate button.
  4. Compile the project (ALL_BUILD by default) in Debug and Release.

Ogre

  1. Open CMake-GUI and set up the following parameters:
    • Source Code: deps/ogre
    • Build Folder: deps/ogre/build
  2. Click on the Configure button.
  3. Set up the following values:
    • OGRE_BUILD_COMPONENT_OVERLAY: OFF
  4. Click on the Generate button.
  5. Compile the project (ALL_BUILD by default) in Debug and Release.
  6. Copy the following files to bin/:
    • deps/ogre/build/bin/debug/OgreMain_d.dll
    • deps/ogre/build/bin/debug/RenderSystem_Direct3D11_d.dll
    • deps/ogre/build/bin/debug/RenderSystem_GL_d.dll
    • deps/ogre/build/bin/debug/OgreRTShaderSystem_d.dll
    • deps/ogre/build/bin/debug/Codec_STBI_d.dll
    • deps/ogre/build/bin/debug/Plugin_ParticleFX_d.dll
    • deps/ogre/build/bin/release/OgreMain.dll
    • deps/ogre/build/bin/release/RenderSystem_Direct3D11.dll
    • deps/ogre/build/bin/release/RenderSystem_GL.dll
    • deps/ogre/build/bin/release/zlib.dll
    • deps/ogre/build/bin/release/OgreRTShaderSystem.dll
    • deps/ogre/build/bin/release/Codec_STBI.dll
    • deps/ogre/build/bin/release/Plugin_ParticleFX.dll

OIS

  1. Open CMake-GUI and set up the following parameters:
    • Source Code: deps/OIS
    • Build Folder: deps/OIS/build
  2. Click on the Configure button.
  3. Click on the Generate button.
  4. Compile the project (ALL_BUILD by default) in Debug and Release.
  5. Copy the following files to bin/:
    • deps/OIS/build/Release/OIS.dll
    • deps/OIS/build/Debug/OIS_d.dll

FMod

  1. Copy the following files to bin/:
    • deps/fmod/fmod64.dll

SDL2

  1. Copy the following files to bin/:
    • deps/SDL2/lib/x64/SDL2.dll

CEGUI

  1. Open CMake-GUI and set up the following parameters:
    • Source Code: deps/cegui-dependencies
    • Build Folder: deps/cegui-dependencies/build
  2. Click on the Configure button.
  3. Click on the Generate button.
  4. Compile the project (ALL_BUILD by default) in Debug and Release.
  5. Open CMake-GUI and set up the following parameters:
    • Source Code: deps/cegui
    • Build Folder: deps/cegui/build
  6. Click on the Configure button.
  7. Set up the following values:
    • CEGUI_BUILD_RENDERER_DIRECT3D10: OFF
    • CEGUI_BUILD_RENDERER_DIRECT3D11: OFF
    • CEGUI_BUILD_RENDERER_DIRECT3D9: OFF
    • CEGUI_BUILD_RENDERER_DIRECTFB: OFF
    • CEGUI_BUILD_RENDERER_IRRLICHT: OFF
    • CEGUI_BUILD_RENDERER_NULL: OFF
    • CEGUI_BUILD_RENDERER_OGRE: ON
    • CEGUI_BUILD_RENDERER_OPENGL: OFF
    • CEGUI_BUILD_RENDERER_OPENGL3: OFF
    • CEGUI_BUILD_RENDERER_OPENGLES: OFF
    • CMAKE_PREFIX_PATH: deps/cegui-dependencies/build/dependencies
    • OGRE_H_BUILD_SETTINGS_PATH: deps/ogre/build/include
    • OGRE_H_PATH: deps/ogre/OgreMain/include
    • OGRE_LIB: deps/ogre/build/lib/Release/OgreMain.lib
    • OGRE_LIB_DBG: deps/ogre/build/lib/Release/OgreMain.lib
  8. Click on the Generate button.
  9. Modify the file deps/cegui/build/cegui/include/CEGUI/Config.h, replacing the following values:
    • define CEGUI_OGRE_VERSION_MAJOR 0 -> define CEGUI_OGRE_VERSION_MAJOR 1
    • define CEGUI_OGRE_VERSION_MINOR 0 -> define CEGUI_OGRE_VERSION_MINOR 9
  10. Compile the project (ALL_BUILD by default) in Debug and Release.
  11. Copy the following files to bin/:
    • deps/cegui/build/bin/CEGUIBase-0.dll
    • deps/cegui/build/bin/CEGUIBase-0_d.dll
    • deps/cegui/build/bin/CEGUIOgreRenderer-0.dll
    • deps/cegui/build/bin/CEGUIOgreRenderer-0_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/freetype.dll
    • deps/cegui-dependencies/build/dependencies/bin/freetype_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/glew.dll
    • deps/cegui-dependencies/build/dependencies/bin/glew_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/glfw.dll
    • deps/cegui-dependencies/build/dependencies/bin/glfw_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/jpeg.dll
    • deps/cegui-dependencies/build/dependencies/bin/jpeg_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/libexpat.dll
    • deps/cegui-dependencies/build/dependencies/bin/libexpat_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/libpng.dll
    • deps/cegui-dependencies/build/dependencies/bin/libpng_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/pcre.dll
    • deps/cegui-dependencies/build/dependencies/bin/pcre_d.dll
    • deps/cegui-dependencies/build/dependencies/bin/SILLY.dll
    • deps/cegui-dependencies/build/dependencies/bin/SILLY_d.dll

If you encountered any issues, please open an issue including the steps taken and the warnings or errors you encountered. If you found no problem so far, you should be able to compile this project without problems.

Contributing

  1. Fork it!
  2. Create your feature branch: git checkout -b my-new-feature
  3. Commit your changes: git commit -am 'Add some feature'
  4. Push to the branch: git push origin my-new-feature
  5. Submit a pull request!

Author

One Thousand Years © NoVariableGlobal, released under the MIT License. Authored and maintained by NoVariableGlobal.

Github NoVariableGlobal - Twitter @__NVG__

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An utility engine powered by Ogre3D, BulletPhysics, SDL2, FMod, JsonCPP, and more.

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