Helium aspires to be a fully-featured open-source game engine:
- Permissively licensed (BSD-style)
- Designed to scale to desktop, console, and mobile
- Utilize familiar industry-standard DCC user interface and usability design
- Import content using production proven interchange formats (like FBX)
Introductions
Systems
- Website: http://heliumproject.org
- Wiki: http://heliumproject.org/wiki/
- GitHub: http://github.com/HeliumProject/Helium
- IRC: #helium @ irc.freenode.net
Helium is built using premake. Premake interprets lua script and generates platform-specific IDE project files.
- Visual Studio 2010 or 2012. (Visual Studio 2008 SP1 will probably work, but is not actively supported)
- DirectX SDK
XCode Command Line Tools (install from within XCode preferences):
xcode-select --install
sudo Dependencies/install-packages.sh
- libboost-all-dev is for std::regex fallback (last checked libstdc++ still had to implemented it fully)
- libgtk2.0-dev is the basis for wxWidgets' GUI implementation on Linux
First, grab our source tree from git and ensure that you fetch all the submodules by doing:
git submodule update --init --recursive
Next, generate the project files using premake. An appropriate build of premake is includedin the repository.
On Windows, generate Visual Studio 201x projects (replace 201x with your desired version):
cd Dependencies
..\premake vs201[x]
start Dependencies.sln
cd ..
premake vs201[x]
start Helium.sln
On OSX and Linux, use premake to generate makefiles (Xcode support inside premake is on hold as of late):
cd Dependencies
../premake.sh gmake
make -j8
cd ..
./premake.sh gmake
make -j8
You can find our current build status on our TeamCity instance: ci.heliumproject.org
- On OSX you may get a dependency check error about your FBX SDK containing spaces, to work around it just make a symlink without spaces and set the FBK_SDK environment variable. See mklink and export (amending your .bash_profile file) for help setting those up.