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Maintainability Rating Reliability Rating Security Rating Coverage Bugs Code Smells Vulnerabilities Technical Debt Lines of Code Duplicated Lines (%)

Quality gate

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. SQLite3 tools available from the command line
  3. Vulkan SDK (If you target Vulkan)
  4. CMake
  5. Git
  6. RenderDoc (If you want to use the integrated RenderDoc API)
  7. 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)

bigfoot/*:unity_build=True -o bigfoot/*:build_tests=True -o bigfoot/*:tracy=True -o bigfoot/*:build_tools=True -o bigfoot/*:vulkan=True -o bigfoot/*:build_benchmarks=True -o bigfoot/*:render_doc=True
  1. unity_build: Enable/Disable unity builds feature (will slow down compilation times)
  2. build_tests: Enable/Disable the tests
  3. tracy: Enable/Disable profiling using Tracy
  4. build_tools: Enable/Disable the tools (I'd absolutely recommand not disabling this if you are building benchamrks or tests)
  5. vulkan: Enable/Disable Vulkan renderer (No point disabling it, since for now only Vulkan is available in Bigfoot)
  6. build_benchmarks: Enable/Disable the benchmarks
  7. render_doc: Enable/Disable the possitbility to use RenderDoc API to capture from code

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

Description
Bigfoot engine
Readme MIT 7.7 MiB
Languages
C++ 74.3%
CMake 14.7%
Python 3.8%
Shell 3.5%
Batchfile 2.7%
Other 1%