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3D渲染引擎

License: GNU General Public License v2.0

C# 1.97% C 44.89% Makefile 0.21% M4 0.36% Shell 0.13% C++ 44.06% Assembly 0.02% HTML 2.10% Roff 0.02% Perl 0.05% CMake 0.39% XSLT 0.01% Objective-C 4.75% Batchfile 0.04% Lua 0.20% GLSL 0.06% Smalltalk 0.01% Inno Setup 0.01% Pascal 0.02% Python 0.71%

e3d-engine's Introduction

Effective 3D Engine

github

渲染系统使用的OpenGL 及 OpenGL ES,Windows上OpenGL ES使用AMD的ES模拟器。

环境部署

Win32环境配置

  1. 编辑器
  • proj_win32/RenderSystem/gles_renderSystem/GLES/dll 中的dll文件拷贝到proj_win32/bin/Editor中。
  • proj_win32/RenderSystem/opengl_renderSystem/glew2.1.0/bin/Release/Win32 中的dll文件拷贝到proj_win32/bin/Editor中。
  • 打开proj_win32/E3DEditor.sln 设置E3DEditorWindow为启动项目,编译选项选择EditorRelease,编译Engine和Editor下的项目,运行E3DEditorWindow。
  1. WindowsPlayer
  • proj_win32/RenderSystem/gles_renderSystem/GLES/dll 中的dll文件拷贝到proj_win32/bin/WindowsPlayer中。
  • proj_win32/RenderSystem/opengl_renderSystem/glew2.1.0/bin/Release/Win32 中的dll文件拷贝到proj_win32/bin/WindowsPlayer中。
  • 打开proj_win32/E3DEngine.sln 设置WindowsPlayer为启动项目,编译选项选择Release/Debug,编译Engine和WindowsPlayer下的项目,运行WindowsPlayer,运行时需要项目资源,资源文件夹需要和exe文件在同级目录内,并取名为“App_Data”,或者从命令行给WindowsPlayer启动参数,启动参数为3个并用英文逗号分开,第一个参数是资源目录,第二个参数是编辑器的窗口句柄,此处可以不填,这个是为了从编辑器启动游戏后,游戏与编辑器相互通信用的,第三个参数是起始场景,也可以不填。

IOS 和 Android尚未完成

Mono C#代码调试方法

下载并安装 Xamarin Studio,在系统环境变量中添加 MONODEVELOP_SDB_TEST 值为 1, 打开MonoScriptManager.cpp 修改_DEBUG_CSHARP 为 1,启动程序,这时候程序会进入等待状态,不会显示出来, 接下来在Xamarin Studio中打开Demo.CSharp\Demo.CSharp.csproj,在Solution面板中右键项目从打开菜单中选择 “RunWith -> CustomConfiguration”, 窗口最下方RunAction处选择Debug-Custom Command Mono Soft Debugger,然后单击最右下方的Debug按钮, 打开新的窗口后,在IP一栏填入127.0.0.1 Port一栏填入 10000 点击Connect按钮。之前处于等待的程序会出现了,接下来就可以在Xamarin Studio中调试Mono C#代码了。

e3d-engine's People

Contributors

panqingyun avatar

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