Getting Started

Tristeon is still a work in progress and no installer/binaries have been released yet! If you'd like to play around with the project in its current state, you'll have to build it manually for now. We aim to simplify building Tristeon as much as we possibly can. This process is stil a work in progress so please bear with us for the time being.

Officially supported programming environments (all x64):

  • Windows | MSVC 2019 | x64

  • Windows | MSVC 2019 (LLVM clang-cl) | x64

  • Ubuntu 20.04 (LTS) | GCC | x64

  • Ubuntu 20.04 (LTS)| Clang | x64 (built, not tested)

Prerequisites

  • CMake CMake is used for project generation. To be able to build Tristeon, please make sure that you've got CMake 3.7 or higher installed [https://cmake.org/download/].

  • Qt Tristeon's editor uses the Qt5 framework for editor tooling. Our tests are currently done with Qt 5.14.1, but other versions should work fine. Please make sure you have Qt5 installed [https://www.qt.io/download-qt-installer].

  • Linux If you're building on Linux, the following packages must be installed using sudo apt-get install:
    • xorg-dev

    • libglu1-mesa-dev

    • qt5-default

    • qttools5-dev

    • qtdeclarative5-dev

    • libqt5gamepad5-dev

    • libopenal-dev

Building the project

Use CMake to build Tristeon's source code using the CMakeLists.txt file
  • If you'd like to use the clang compiler in MSVC, specify ClangCL in the "Optional toolset to use" box in CMake's GUI or through -T ClangCL

  • Set TRISTEON_BUILD_EDITOR to true if you wish to build the engine with the editor included

  • Build the solution using Tristeon as the startup project

  • If you're building the editor and the WinDeploy project is causing issues, you can disable it by adding TRISTEON_DISABLE_WINDEPLOY in the CMake cache.
    • If you do disable WinDeploy, configure CMake a second time so that the Qt binaries get added to the build folder.

Running the engine

Editor

Project Window

When you build the project with the editor included, the engine will prompt you with a project window when it's opened. Using the project window, you can create new projects, open existing projects on your drive, or modify the properties of listed projects.

_images/ProjectWindow.png

Editor window

The editor & its workflow are still a work in progress but here's a temporary picture:

_images/Editor.png

Game

If you've built the engine without its editor, it will automatically attempt to find the project defined in build.json in the bin folder. Depending on the project's settings, the game might run in full-screen.
Unlike in the editor, in build mode the game will immediately start playing using the first Scene as defined by the "Starting Scene" field in the project's settings.