Version 22 vs 30
Version 22 vs 30
Edits
Edits
- Edit by 0xseantasker, Version 30
- Nov 24 2021 10:09 AM
- Edit by 0xseantasker, Version 22
- Sep 16 2017 11:33 AM
Edit Older Version 22... | Edit Current Version 30... |
Content Changes
Content Changes
The official Echo project uses the NetBeans Integrated Development Environment (IDE). Please [[tools/netbeans/|download and install NetBeans]] before continuing.
Please [[projects/echo_3/building/|install and build the Echo engine]]. You can begin doing this while waiting for NetBeans to install.
Once you have installed Echo and NetBeans, you should also install the [[projects/echo_3/netbeans_modules/|Emblem NetBeans Modules]]. This will allow you to configure Tool chains automatically and also provide new project templates to get started faster.
=Your first project=
Now that you have everything installed. We'll create a new project:
1. Open NetBeans and File -> New Project.
2. Select the C/C++ category
3. You should see Echo project templates listed in the Projects list. Select Echo Application.
{F4375 size=full}
4. Choose a project name and project location then click Finish
5. Right click the project in the project list and click Build. The project should build without errors.
6. Right click the project in the project list and click Run.
The Echo Application template has a simple menu and main game state that you can switch between using the on screen buttons. The game state scene is made up of a spinning Cube and some lights.
{F4377 size=full}
Congratulations, you have created your first Echo project!
=What next?=
Have a look at the project source code. The ProjectNameApplication.cpp file contains documentation about some Echo fundamentals and details the project Task structure. Game.cpp contains code to build the game scene, viewports and the in game menu.
Here are some suggestions for moving forward:
- Familiarise yourself with Scene objects: Modify the scene. Add another `SceneEntity` to the scene, give it a Sphere mesh (hint the `Mesh` class contains some helper methods for generating certain meshes).
- Familiarise yourself with `Cameras`, `Renderers` and `Viewports`: Modify the Game state to include a third `Viewport`.
- Familiarise yourself with GUI scripts: in the resources folder you'll find a folder named Menu that contains various .gui files. These define GUI layouts of images, buttons, text etc. The element types correspond to Echo GUI classes. Play around with the menu elements. Try creating a couple of new buttons to click on in the Game state to speed up or slow down the spinning cube. You will need to create a function to change the speed and set up a new binding to make it available for GUI buttons (see the application file on how to set up bindings, but set the bindings up in Game.cpp using the provided `FunctionBinder`).
- Familiarise yourself with Tasks: Create a custom `Task` to periodically toggle the visibility of the Sphere (or if you didn't create one, the cube).
If you're happy with your progress so far you can move onto a more advanced project by creating a third person game using the provided project template. The third person game template is a little more complicated that the simple application. It provides examples of:
- Using a `ContextSwitcher` to manage application states.
- How you can get values from a `Configuration` object,
- Creating a custom `Camera` controller task to follow a character
- How to create and use `MappedInputDevices`
- How to create a generic game entity class that has discrete states defined by animations, physics bodies
- How to create a `BulletPhysicsWorld` and add `PhysicsBody` instances to it.
Please either [[projects/echo_3/installing/|install]] or [[projects/echo_3/building/|build and install Echo]].
=Your first project=
Now that you have everything installed, create a new project:
1. Open a command prompt and run the GenerateProject script
```
$ECHO_ENGINE_INSTALL_DIR/templates/cmake/GenerateProject.sh MyEchoProject EchoApplicationProject destinationFolder
```
You can run the script without any parameters and it will include a list of available templates.
NOTE: If `ECHO_ENGINE_INSTALL_DIR` is not set (it does not have to be) and you're not sure where to find Echo, try `/opt/echo3` which is the default install location.
2. The output will display the path to the new project folder and build simple instructions, however the `cmake` templates also include some helper scripts to config, build, and run the projects for specified platforms. Since Echo is designed to be cross platform we want to make targeting other platforms simple, so we recommend using these steps. To learn how you should configure your IDE you can inspect the scripts (and follow the rabbit hole) to learn the few things that need to be done.
```
./cmakeplatform linux
./buildplatform linux
```
3. To run the project run from the project directory (rather than the build directory). This is because the template references resources relative to the project folder. You can change the configuration however you like though.
```
./runplatform linux
```
The Echo Application template has a simple menu and main game state that you can switch between using the on screen buttons. The game state scene is made up of a spinning cube and some lights.
{F4377 size=full}
Congratulations, you have created, built and run your first Echo project!
=What next?=
Have a look at the project source code. The source files contain documentation about some Echo fundamentals and details the project Task structure.
Here are some suggestions for moving forward:
- Familiarise yourself with `Scene` objects:
-- Modify the scene.
-- Add another `SceneEntity` to the scene, give it a `Sphere` mesh (hint: the `Mesh` class contains some helper methods for generating certain meshes).
- Familiarise yourself with `Camera`s, `Renderer`s and `Viewport`s:
-- Modify the Game state to include a third `Viewport`.
- Familiarise yourself with GUI scripts:
-- In the resources folder you'll find a folder named Menu that contains various `.gui` files. These define GUI layouts of images, buttons, text etc. The element types correspond to Echo GUI classes. Play around with the menu elements.
-- Try creating a couple of new buttons to click on in the Game state to speed up or slow down the spinning cube. You will need to create a function to change the speed and set up a new binding to make it available for GUI buttons (see the application file on how to set up bindings, but set the bindings up in `Game.cpp` using the provided `FunctionBinder`).
- Familiarise yourself with `Task`s: Create a custom `Task` to periodically toggle the visibility of the sphere (or, if you didn't create one, the cube).
If you're happy with your progress so far, you can move onto a more advanced project by creating a third person game using the provided project template. The third person game template is a little more complicated that the simple application. It provides examples of:
- Using a `ContextSwitcher` to manage application states.
- How you can get values from a `Configuration` object,
- Creating a custom `Camera` controller task to follow a character
- How to create and use `MappedInputDevice`s
- How to create a generic game entity class that has discrete states defined by animations, physics bodies
- How to create a `BulletPhysicsWorld` and add `PhysicsBody` instances to it.
The official Echo project uses the NetBeans Integrated Development Environment (IDE). Please [[tools/netbeans/|download and install NetBeans]] before continuingPlease either [[projects/echo_3/installing/|install]] or [[projects/echo_3/building/|build and install Echo]].
Please [[=Your first projects/echo_3/building/|install and build the Echo engine]].=
Now that you have everything installed, You can begin doing this while waiting for NetBeans to install.create a new project:
Once you have installed Echo and NetBeans, you should also install the [[projects/echo_3/netbeans_modules/|Emblem NetBeans Modules]]1. This will allow you to configure Tool chains automaticallyOpen a command prompt and also provide new project templates to get started faster.run the GenerateProject script
=Your first project=```
$ECHO_ENGINE_INSTALL_DIR/templates/cmake/GenerateProject.sh MyEchoProject EchoApplicationProject destinationFolder
```
You can run the script without any parameters and it will include a list of available templates.
Now that you have everything installedOTE: If `ECHO_ENGINE_INSTALL_DIR` is not set (it does not have to be) and you're not sure where to find Echo, try `/opt/echo3` which is the default install location.
2. The output will display the path to the new project folder and build simple instructions, however the `cmake` templates also include some helper scripts to config, build, and run the projects for specified platforms. Since Echo is designed to be cross platform we want to make targeting other platforms simple, so we recommend using these steps. We'll create a new project:To learn how you should configure your IDE you can inspect the scripts (and follow the rabbit hole) to learn the few things that need to be done.
```
1. Open NetBeans and File -> New Project../cmakeplatform linux
2. Select the C/C++ category./buildplatform linux
3. You should see Echo project templates listed in the Projects list. Select Echo Application.```
{F4375 size=full}3. To run the project run from the project directory (rather than the build directory). This is because the template references resources relative to the project folder. You can change the configuration however you like though.
4. Choose a project name and project location then click Finish```
5. Right click the project in the project list and click Build. The project should build without errors../runplatform linux
6. Right click the project in the project list and click Run.```
The Echo Application template has a simple menu and main game state that you can switch between using the on screen buttons. The game state scene is made up of a spinning Ccube and some lights.
{F4377 size=full}
Congratulations, you have created, built and run your first Echo project!
=What next?=
Have a look at the project source code. The ProjectNameApplication.cppsource files contains documentation about some Echo fundamentals and details the project Task structure. Game.cpp contains code to build the game scene, viewports and the in game menu.
Here are some suggestions for moving forward:
- Familiarise yourself with `Scene` objects:
-- Modify the scene.
-- Add another `SceneEntity` to the scene, Add another `SceneEntity` to the scenegive it a `Sphere` mesh (hint: the `Mesh` class contains some helper methods for generating certain meshes).
- Familiarise yourself with `Camera`s, give it a Sphere mesh (hint the `Mesh` class contains some helper methods for generating certain meshes)`Renderer`s and `Viewport`s:
-- Modify the Game state to include a third `Viewport`.
- Familiarise yourself with `Cameras`, `Renderers` and `Viewports`: Modify the Game state to include a third `Viewport`.GUI scripts:
- Familiarise yourself with GUI scripts: in-- In the resources folder you'll find a folder named Menu that contains various `.gui` files. These define GUI layouts of images, buttons, text etc. The element types correspond to Echo GUI classes. Play around with the menu elements.
-- Try creating a couple of new buttons to click on in the Game state to speed up or slow down the spinning cube. You will need to create a function to change the speed and set up a new binding to make it available for GUI buttons (see the application file on how to set up bindings, but set the bindings up in `Game.cpp` using the provided `FunctionBinder`).
- Familiarise yourself with `Tasks:`s: Create a custom `Task` to periodically toggle the visibility of the Ssphere (or, if you didn't create one, the cube).
If you're happy with your progress so far, you can move onto a more advanced project by creating a third person game using the provided project template. The third person game template is a little more complicated that the simple application. It provides examples of:
- Using a `ContextSwitcher` to manage application states.
- How you can get values from a `Configuration` object,
- Creating a custom `Camera` controller task to follow a character
- How to create and use `MappedInputDevices``s
- How to create a generic game entity class that has discrete states defined by animations, physics bodies
- How to create a `BulletPhysicsWorld` and add `PhysicsBody` instances to it.