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
# 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.
cmake -S . -B build-macos -G Ninja \
-DCMAKE_BUILD_TYPE=Debug \
-DENABLE_SCRIPTING=ON \
-DBUILD_TESTING=ON
cmake --build build-macos --target EditorVulkan 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
- Test hot-reloading via the Development Workflow guide
- Run the Test Suite to verify your build