Version 28 vs 30
Version 28 vs 30
Edits
Edits
- Edit by 0xseantasker, Version 30
- Nov 24 2021 10:09 AM
- Edit by 0xseantasker, Version 28
- Nov 24 2021 9:54 AM
Edit Older Version 28... | Edit Current Version 30... |
Content Changes
Content Changes
Please [[projects/echo_3/building/|install and build the Echo engine]].
=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.
2. The output will display the path to the new project folder and build instructions which will look like this:
```
mkdir build
cd build
cmake -DECHO_ENGINE_INSTALL_DIR="/opt/echo3" ..
make
```
Your install location may be different.
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.
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.
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.
Please either [[projects/echo_3/buildinstalling/|install and ]] or [[projects/echo_3/build the Echo engineing/|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. The output will display the path to the new project folder and build instructions which will look like this:o 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.
```
mkdir build./cmakeplatform linux
cd ./build
cmake -DECHO_ENGINE_INSTALL_DIR="/opt/echo3" ..
makeplatform linux
```
Your install location may be different.
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.