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Bigfoot

A multiplatform 3D game engine

Goals

The goal is to build a multiplatform, API agnostic, 3D engine. Since this is a learning project, I don't aim to provide a viable option to build actual commercial games with it. This also means that I am providing the project as is, with no support whatsoever.

Building

Requirements

  1. ConanV2
  2. Vulkan SDK (If you target Vulkan)
  3. CMake
  4. Git
  5. Python3

Additional requirements for Linux

  1. Clang (Version 18)
  2. Mold
  3. Ninja
  4. CCache (Not a requirement, but nice to have)

Note: you can modify the conan profile used to overcome these requirements. But I provide no support for anything else than what's listed here

Additional requirements for Windows

  1. MSVC

Note: you can modify the conan profile used to overcome these requirements. But I provide no support for anything else than what's listed here

Generating the dependencies for Bigfoot

Use generate_dependencies.sh or generate_dependencies.bat (depending on your platform). These scripts will download/build/install any necessary dependency, using Conan. The recipes used will come from my own conan recipe center

You will need to provide the 'force' or 'missing' parameters to these scripts. I'd recommand for a first run to use 'force' to build all dependencies, and on subsequent runs to use 'missing' to build only missing parameters

./generate_dependencies.sh force
or
./generate_dependencies.sh missing

You can customize these scripts to opt-out of some Bigfoot features

'Just' modify these lines to disable them (I promise to one day modify the script to do it from the command line)

-o bigfoot/*:build_tests=True -o bigfoot/*:tracy=True -o bigfoot/*:build_tools=True -o bigfoot/*:vulkan=True
  1. build_tests: Enable/Disable the tests
  2. tracy: Enable/Disable profiling using Tracy
  3. vulkan: Enable/Disable Vulkan renderer (No point disabling it, since for now only Vulkan is available in Bigfoot)

Generating Bigfoot

Use generate_bigfoot.sh or generate_bigfoot.bat (depending on your platform) to generate the build files for Bigfoot.

You will then be able to use either Visual Studio (Windows) or Ninja (Linux) to build BigFoot

S
Description
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Readme MIT
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C++ 92.5%
CMake 4.7%
Shell 1%
Batchfile 0.8%
Python 0.7%
Other 0.3%