Aether3D Game Engine
Aether3D Game Engine v0.4 Documentation

Introduction

Aether3D is an open source game engine focusing on simplicity, robustness, portability and forward-thinking.

Features

Requirements

Only 64-bit project files/libraries are provided.
There are two OpenGL renderers, 4.1 for OS X and 4.5 for Windows and GNU/Linux.

Compilation

Grab the sample asset archive and extract it into aether3d_build/Samples after building.

Windows/Visual Studio

You'll need Visual Studio 2013 or newer. Build Engine/VisualStudio_GL45. This creates the library in aether3d_build. You can then build and run Samples/01_OpenWindow. The created executable will be placed in aether3d_build/Samples. You'll need OpenAL32.dll from OpenAL Soft either in your system directory or in the directory used to run samples/editor.

Windows/MinGW

Run mingw32-make in Engine/. Then run mingw32-make in Samples/01_OpenWindow. The created executable will be placed in aether3d_build/Samples.

Windows/Oculus Rift

Copy LibOVR and LibOVRKernel folders from Oculus SDK into Engine and compile their release versions using VS2015. Open Engine/VisualStudio_GL45 and build target Release. Open Samples/04_Misc3D and build target Oculus Release.

OS X/Xcode

Build Engine/Aether3D_OSX. Make sure the built library is in aether3d_build. Then build and run Samples/01_OpenWindow, making sure the running folder is set to aether3d_build/Samples.

OS X and GNU/Linux Command Line

Run the Makefile in Engine. Then run the Makefile in Samples/01_OpenWindow. The created executable will be placed in aether3d_build/Samples. On GNU/Linux you need at least the following packages: libopenal-dev libxcb1-dev libxcb-ewmh-dev libxcb-icccm4-dev libxcb-keysyms1-dev

Bugs