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A game engine toolkit
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euler0/Helium
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######################################################################## ====== Helium ====== Welcome! Helium aims to be an open source game engine toolkit to help provide foundation technology and GUI tools for building game engines (not games per se). This project was seeded with code from Nocturnal Initiative, an open source project at Insomniac Games. Its continued development is generously funded by Whitemoon Dreams, Inc. http://nocturnal.insomniacgames.com/ http://www.insomniacgames.com/ http://www.insomniacgames.com/research_dev/ http://whitemoondreams.com/ ======== Download ======== Source archive of head revision: http://github.com/HeliumProject/Helium/zipball/master Git URL (read only): git://github.com/HeliumProject/Helium.git ============= Prerequisites ============= Visual Studio 2010 - Visual Studio 2008 + SP1 may work but is untested (SP1 is required for regex and compiler fixes) DirectX SDK (installed to default location) Python 3 FBX SDK (http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7478532) - Download the DLL version, install it, and copy the contents to [helium root]/Integrations/FBX =============== Building Helium =============== First, generate project files by using premake4. premake4 is included prebuilt for win32 platforms, in [helium root]/Utilities/Win32. See premake documentation for more details. Project files generated by premake will be placed in the [helium root]/Premake folder. http://industriousone.com/premake-quick-start Next, you'll need to build Dependencies.sln, which should build all the libraries Helium depends upon. You must build Dependencies.sln using the same Project Configuration and Platform as you plan to use for Helium. (Eg: Debug / Win32, Release Unicode / x64) Once you've build Dependencies.sln, you should be able to build Helium.sln. Again, make sure your Project Configuration and Platform setting match up. =============== Unicode Support =============== Unicode is built via solution and project configurations (Debug Unicode and Release Unicode). wxWidgets is signalled to compile and link via wxUSE_UNICODE which is specified in the Unicode.vsprops file. This vsprops file is inherited only in Unicode project configurations. ==================== Platform Agnosticism ==================== We are moving toward a platform-agnostic toolkit from windows-only. For the time being we are moving all platform-specific API calls into Platform.vcproj. -Geoff (AKA gorlak) -Andy (AKA andyburke) -Paul (AKA pacman) ########################################################################
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