Comments (4)
Thanks for letting me know,
It's not an ignorant question, it's indeed not clear how to build the editor as I wasn't expecting people to discover the engine just yet :-)
After I leave from work I'll make a proper tutorial on how to do it, it's about time I believe.
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You can find a guide on how to compile from source at by clicking here.
Please let me know if this was helpful in getting you to compile and run the engine.
from spartanengine.
Thank you for that helpful guide!! You may want to add this to the runtime building phase of the guide to ensure people's SDK isn't incorrect: https://i.imgur.com/E0eAR76.png
For whatever reason, mine was set to 8.1, which obviously causes errors.
EDIT: Built perfectly <3
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No worries. Ah yeah, will do.
Keep in mind that the engine hasn't even reached v0.3, it's not even an alpha version and there are still a lot more things that need to be done, so keep your expectations low for the time being.
I am closing this issue, thanks for helping out mate ;-)
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Related Issues (20)
- Screen space shadows could be improved to what Days Gone is using HOT 1
- Replace FMOD with Wwise HOT 2
- Create and run smoke tests after a build is complete
- Incorrect quaternion multipliciation? HOT 1
- Atmospheric Scattering HOT 1
- Expand/Improve upon our general-purpose vertex processing
- Add clouds
- Fix the car handling
- Wiki documentation
- Improve screen space subsurface scattering for vegetation HOT 1
- Stair navigation in the Doom default world with the physics-based camera
- Ray traced reflections
- Ray traced shadows
- Eye adaptation
- Skeletal animation
- Dynamic resolution scaling HOT 1
- Switch to bindless HOT 2
- Complete D3D12 backend
- Delete key unusable when deleting a transform value. HOT 2
- Cascaded shadow mapping has some discontinuities HOT 1
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