Installation
The engine supports mainly two ways for client devs to develop games and applications using MeltedForge. Installation guide for each of them is given below.
Some tools to be installed before running the engine:
- CMake (> v3.30, preferable to use the command line tool)
- VulkanSDK (Make sure that the sdk is installed properly and the
VULKAN_SDKenvironmental variable is defined) - Vulkan Runtime tools (Corresponding to the VulkanSDK version)
- GLSLC compiler (Usually included with the VulkanSDK)
- A modern C & C++ compiler. Like GCC/G++, MSVC, etc, which support C32 and C++20 (Clang not tested)
- A GPU which supports Vulkan 1.2 and above
Info
Make sure that the VulkanSDK and the glslc tools can be found through CMake via find_package and such.
Installing the editor
Info
(The editor docs isn't available yet since the editor is yet to do)
Installing the engine's core
Note
It is preferable that the client developer must have some basic knowledge of CMake before using the engine's core directly. It is also assumed that git is used as the version control.
Clone the repo. Commands:
git clone --recursive https://github.com/CloudCodingSpace/MeltedForge.git
You can add it as a submodule to your github repo too. Commands:
git submodule add https://github.com/CloudCodingSpace/MeltedForge.git
git submodule update --init --recursive
Then in your client CMakeLists.txt, do add_subdirectory(path/to/MeltedForge). Then lastly, link the core to your
cmake project.
Sample:
...
add_subdirectory(path/to/MeltedForge)
...
add_executable(your_project ${YOUR_SOURCES})
target_link_libraries(your_project PRIVATE mf)
Also, it is preferred that you disable the build of the MFTest target in CMake. If so, then add this line before adding MeltedForge as a subdirectory:
...
set(MF_BUILD_TEST OFF CACHE BOOL "" FORCE)
add_subdirectory(path/to/MeltedForge)
...