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Bagel

Game engine using Vulkan

See Wiki for devlog

Building

Install these yourself:

  • Visual Studio 2022, with these components:
    • C++ Clang Compiler for Windows
    • C++ Clang-cl for v143 build tools
    • C++ CMake tools for Windows
  • Vulkan SDK
  • GLFW, the precompiled 64-bit Windows binaries

The Vulkan SDK installer sets VULKAN_SDK machine-wide, so there is nothing to configure by hand. Reopen your terminal afterwards so it picks the variable up.

GLFW is shipped as a precompiled binary rather than source, so the setup script cannot clone it. Unzip the download into Dependencies/, giving a folder such as:

Dependencies/glfw-3.4.bin.WIN64/

Any glfw-*.bin.WIN64 folder is picked up automatically; there is nothing to edit.

CMake and Ninja need no separate install. Both ship with the CMake tools component, and build.bat puts them on PATH via vcvarsall.bat.

Then, from a fresh clone:

setup.bat

That fetches every dependency (glm, tinyobjloader, stb, entt, imgui, tinygltf, yaml-cpp, Jolt, KTX, xatlas), compiles the shaders, and builds Debug and Release. The engine lands at build/Release/BagelEngine.exe.

Afterwards, build.bat rebuilds without re-fetching. lib-setup.bat fetches dependencies on its own; it is safe to re-run and skips anything already present.

Dependencies/ is gitignored and starts out empty. Everything in it is a plain clone pinned to an exact commit in lib-setup.bat. There are no git submodules, and nothing in there is committed, so the pins are the only record of which versions we build.

Jolt, KTX and yaml-cpp are compiled from source with the same compiler as the engine (Ninja plus clang-cl). imgui and xatlas are compiled directly into the executable. glm, stb, entt, tinygltf and tinyobjloader are header-only. GLFW is the sole exception: a prebuilt glfw3.lib, which is why you download it by hand.

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Vulkan based game engine

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