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Glorp Engine

Glorp engine is a Vulkan / GLFW based rendering engine for MacOS, Linux and Windows, written in C++ image

Model credits:
Source : https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/DamagedHelmet
© 2018, ctxwing. CC BY 4.0 International

  • ctxwing for Rebuild and conversion to glTF

© 2016, theblueturtle_. CC BY-NC 4.0 International

  • theblueturtle_ for Earlier version of model

Prerequisites For Building

Clone the repository using with recurse submodules Make sure you have the following tools installed on your system:

General requirements

  • CMake (version 3.29.0 or later)

Platform-specific requirements

Windows

  • Clang

MacOS

  • Xcode command line tools

Libraries

  • Vulkan SDK: Make sure Vulkan is installed and VULKAN_SDK_PATH is set in .env.cmake if using a specific version. Consult LunarG for the Vulkan SDK installation.
  • GLFW: GLFW should get installed by CMake, if you wish to use a specific version, set GLFW_PATH in .env.cmake.
  • Everything else is statically compiled from the external/ directory.

Environment Setup

.env.cmake

Create a .env.cmake file in the project root and specify the necessary dependency paths: Example file:

# .env.cmake
set(VULKAN_SDK_PATH "C:/path/to/vulkan")
set(GLFW_PATH "C:/path/to/glfw")

# MacOS only (For app bundle creation)
set(VULKAN_MAC_LOCATION username/VulkanSDK/1.3.283.0)
set(GLFW_MAC_LOCATION username/Developer/libs/glfw-3.4)

Building The Project

Make sure you have all the required dependencies installed on your system.

  1. Clone the repository with all the git submodules.
git clone --recurse-submodules https://github.com/sodiumts/GlorpEngine
cd GlorpEngine
  1. Run either macBuild.sh or winBuild.bat to set up the project and build it.

MacOS: Build and run unix-like binary:

./macBuild.sh

Build a macOS app bundle (must set VULKAN_MAC_LOCATION and GLFW_MAC_LOCATION to the appropriate locations in .env.cmake):

./macBuild.sh -r

Don't forget to sign your app bundles for distribution!

Windows:

./winBuild.bat

Running The Project

After building, the executable file should be located in the build directory with the name GlorpEngine.

Aditional Notes

  • For shader compilation, ensure glslangValidator is available in your system path.

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

Credits

Expanded from Brendan Galea's YouTube Series

License

This project is licensed under the MIT license.

About

Vulkan / GLFW based rendering engine for MacOS, Linux and Windows written in C++

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