PXT Engine is a custom game engine built with C++, utilizing Vulkan for high-performance rendering, GLFW for window and input handling, and GLM for mathematics. The engine also integrates various third-party libraries like ImGui, tinyobjloader, and EnTT for ECS-based game architecture.
Before building, ensure you have the following installed:
- CMake (version 3.11.0 or higher)
- Vulkan SDK 1.3.x.x (tested with 1.3.290.0)
- MinGW (if using MinGW Makefiles on Windows)
- C++20 Compiler
- Clone the repository:
git clone --recursive https://github.com/Prox747/pxt-engine cd pxt_engine - Set up environment variables in
.envVULKAN_SDK_PATH=C:/VulkanSDK/x.x.x.x
- Open the project in Visual Studio and run a preset.
- Clone the repository:
git clone --recursive https://github.com/Prox747/pxt-engine cd pxt_engine - Set up environment variables in
.envMINGW_PATH=C:/mingw64 VULKAN_SDK_PATH=C:/VulkanSDK/x.x.x.x
- Run the
start.batscript to build and run the project (from thescriptsfolder).
- Clone the repository:
git clone --recursive https://github.com/Prox747/pxt-engine cd pxt_engine - Install dependencies:
sudo apt install build-essential cmake vulkan-sdk
- Run the
start.shscript to build and run the project (from thescriptsfolder).
The engine automatically compiles shaders using glslangValidator. Ensure the Vulkan SDK is properly installed and accessible. All .frag and .vert shaders in assets/shaders/ are compiled into SPIR-V and stored in out/shaders/.
When the project is built with the start script it will automatically compile the shaders.