~/openengine
$ cat docs/core/editor.md
# using the OpenEngine Editor

The OpenEngine Editor provides a visual environment for building and testing your game. It supports C# scripting with hot-reload, asset management, and real-time scene rendering via Vulkan.

Building the Editor

bash
# Windows
cmake -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target Editor

# Linux/macOS with Ninja
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug
cmake --build build --target Editor -- -j$(nproc)

The Editor binary is produced at:

  • Windows: build/bin/Debug/Apps/Editor/Editor.exe
  • Linux/macOS: build/bin/Editor

macOS Editor Notes

When building with scripting enabled on macOS, the Editor post-build step stages the MoltenVK dylib into Editor.app/Contents/Resources/vulkan/icd.d/ and writes an ICD JSON pointing at the bundled copy. At runtime, the Editor forces both VK_ICD_FILENAMES and VK_DRIVER_FILES to the bundled ICD.

bash
cmake -S . -B build-macos -G Ninja \
  -DCMAKE_BUILD_TYPE=Debug \
  -DENABLE_SCRIPTING=ON \
  -DBUILD_TESTING=ON

cmake --build build-macos --target Editor

Vulkan Surface Troubleshooting

If the Editor logs Failed to create window surface! Error: -7, the Vulkan instance is missing a WSI surface extension.

Linux: Ensure X11 dev packages are installed and reconfigure with CMake so vcpkg installs vulkan-loader[wayland,xcb,xlib].

macOS: Ensure the Vulkan SDK for macOS is installed and VULKAN_SDK is set in your shell.

Next Steps

enesfrar