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Getting Started

Back to README

This guide is for a first local checkout. For complete build details and platform requirements, see building.md.

1. Clone

Clone with submodules:

git clone --recursive https://github.com/edisonlee0212/EvoEngine.git
cd EvoEngine

If the repository was cloned without submodules:

git submodule update --init --recursive

2. Build And Install Apps On Windows

Windows is the primary development platform. Install Visual Studio 2026 with C++ tools, CMake 4.2+, Vulkan SDK, Git, and 64-bit Python 3 with development files. See requirements and Python selection.

python Scripts\install_apps.py

The installed runtime is written to:

out/install/vs2026-x64/bin/

Launch:

out/install/vs2026-x64/bin/EvoEngineLauncher.exe

The first launch prepares shaders and pipelines before the scene is ready. Later launches reuse compatible caches. For subsequent installs, use python Scripts/install_apps.py --incremental.

3. Open A Project

Use the launcher to create or open a project. To start the editor directly:

out\install\vs2026-x64\bin\EvoEngineEditor.exe --project path\to\project.eveproj

To open a demo directly, use EvoEngineEditor.exe --demo rendering or --demo sss. Some profiles need external demo assets.

Projects use .eveproj files. Project metadata can describe the application name, preferred editor, and runtime packages that should load when the project opens.

Save your scenes and assets, then open View > Build Manager to export a standalone Windows x64 application. See runtime builds for startup scenes, runtime GUI, and loading screens.

4. Run Tests

The application installer disables native tests by default. Use the test-enabled development setup when working on the engine. Local render/GPU tests require suitable hardware:

python Scripts\test.py

All CTest tests:

python Scripts\test.py --all

See testing.md for test labels, render artifacts, and CI expectations.

5. Learn The Codebase

Start with these docs: