A (highly experimental) game and rendering engine, made for open worlds. It makes use of features only available to recent GPUs. Shader Model 6.6 is required which might not be supported on many GPUs. For AMD GPU users, AMD Software: Adrenalin Edition 23.9.2 or newer is required due to the use of Enhanced Barriers.
Building OWGE requires CMake 3.18 and is only tested using Visual Studio 2022.
- Clone the repository with submodules.
- Run
cmake -G "Visual Studio 17" -B "build/"
. - Run
cmake --build build --config Release
.
Optional steps:
- NVIDIA Nsight Perf SDK:
- If not already done, set the environment variable
NVPERF_SDK_PATH
to the topmost directory of the SDK. - Enable the cmake option
OWGE_USE_NVPERF
.
- If not already done, set the environment variable
- WinPixEventRuntime:
- Enable the cmake option
OWGE_USE_WIN_PIX_EVENT_RUNTIME
.
- Enable the cmake option
This project follows the Canonical Project Structure with some variations.
Filenames containing multiple words will be delimited by an underscore.
Private sources and headers are to be placed in <name>/private/
and are only added to the project with the PRIVATE
visibility in CMake.
Running CMake will download the D3D12 Agility SDK, the DirectStorage SDK, WinPixEventRuntime and the DirectX Shader Compiler.
By doing so you accept the license terms provided by Microsoft for those SDKs.
A Copy of the Licenses is included in COPYING.md
.
To use NvPerf with OWGE you need to agree to NVIDIA's licence agreement provided by the SDK, which can be found on NVIDIA's Nsight Perf SDK page.