How to Build

How to Build: Environment

Requirements for building and using the Dagor Engine toolkit: Windows 10 (x64), 16 GB of RAM, 200 GB of HDD/SSD space.

Create a project directory at the root of any drive (the directory name should not contain spaces or non-Latin characters).

md X:\develop
cd X:\develop

Clone the Dagor Engine source code and samples:

git clone https://github.com/GaijinEntertainment/DagorEngine.git
cd DagorEngine

Run the make_devtools.py script. This script will download, install, and configure the build toolkit. You should provide the path to the build toolkit directory as an argument, and the script will create this directory if it doesn’t exist.

python3 make_devtools.py X:\develop\devtools

If the script is not run as an administrator, installers of certain programs may request permission for installation, which you should grant. If you plan to use plugins for 3ds Max, press Y when the script asks if you want to install the 3ds Max SDK. The script will also ask to add the path X:\develop\devtools to the PATH environment variable and set the GDEVTOOL variable to point to this directory.

After the script completes its work, the X:\develop\devtools directory will be configured with the following SDKs and tools:

  • FidelityFX_SC – a library for image quality enhancement

  • fmod-studio-2.xx.xx [optional] – FMOD sound library

  • LLVM-15.0.7 – C/C++ compiler and libraries (Clang)

  • nasm – assembler

  • max2024.sdk3ds Max 2004 SDK

  • openxr-1.0.16 – library for AR/VR

  • vc2019_16.10.3 – C/C++ compiler and libraries (MSVC)

  • win.sdk.100 – Windows 10 SDK

  • win.sdk.81 – Windows 8.1 SDK

  • ducible.exe – a tool to make builds of Portable Executables (PEs) and PDBs reproducible

  • pdbdump.exe – a tool for dumping the content of PDB files

  • jam.exe – a small build tool that can be used as a replacement for Make

Restart the command line console to make the new environment variables available.

How to Build: Prebuilt Binaries

You will need to download and extract additional binary files from the repository https://github.com/GaijinEntertainment/DagorEngine/releases into the X:\develop\DagorEngine directory:

  • samples-base.7z – contains initial assets that will be compiled into binary files that will be loaded the game

  • samples-prebuilt-game.7z – contains precompiled assets

  • tools-prebuilt.7z – contains the prebuilt engine toolkit

The directory structure should look like this:

X:\develop\DagorEngine\tools\...

X:\develop\DagorEngine\samples\skiesSample\game
                              \skiesSample\develop
                              \skiesSample\prog

X:\develop\DagorEngine\samples\testGI\game
                              \testGI\develop
                              \testGI\prog

where

  • prog – Game source code.

  • develop – Initial assets.

  • game – Directory where assets are placed after building and game executable files are located.

More details on the directory structure here: Directory structure.

How to Build: Build from Source Code

To build the “testGI” sample, navigate to the X:\develop\DagorEngine\samples\testGI\prog directory and run the jam command.

After building, the executable file will be placed in the testGI\game directory.

Run DagorEngine/build_all.cmd to build the entire project toolkit from the source code. This process may take a considerable amount of time.