Getting Started

Acquiring Limon Engine

You can download the prebuilt binaries from github releases, or you can build the engine for yourself.

The engine comes with a test map, and launches it by default, so you can launch the engine and start working. If you are not interested in building on your own, you can continue to Using Builtin Editor.

Building

Limon uses c++14, so a supporting c++ compiler is required. GCC 7.2 to 8.2 are tested. Building Limon also requires the libraries listed below:

  • assimp
  • bullet
  • sdl2
  • sdl2-image
  • freetype (likely freetype6 as library name)
  • tinyxml2
  • glew
  • glm

If you are using Ubuntu, you can use the line below to install the required libraries:

$ sudo apt install cmake git git-lfs libassimp-dev libbullet-dev libsdl2-dev libsdl2-image-dev libfreetype6-dev libtinyxml2-dev libglew-dev build-essential libglm-dev libtinyxml2-dev

Limon engine GitHub repository is configured to keep sample model files in git-lfs. If you don’t have git-lfs installed, engine will compile as expected, and you can run your own maps with your own models, but sample map won’t work. Following line can be used to clone the engine with git-lfs:

git lfs install
git clone https://github.com/enginmanap/limonEngine.git
cd limonEngine
git lfs pull

Limon Engine uses cmake as build system, if all the libraries are installed and cmake can find them, invoking cmake should build the engine.

In the cloned directory, call these commands:

mkdir build
cd build
cmake ../
cd ..

After cmake is done creating the build files, you can build and copy the sample data using these commands:

cd build
make
cp -a ../Data .

Running

Limon engine takes single parameter, and that is the path to first map file to load. If no parameter is passed, Limon first tries to get the file name from release settings file, at ./Data/Release.xml, if file not found, or no world name specified, it defaults to “./Data/Maps/World001.xml”, which is a test map that has samples for capabilities of the engine.

The Custom trigger are automatically loaded from the same directory of the engine binary, with name libcustomTriggers, the extension of that file depends on the platform(dll, so, dynlib).

After engine launch, the key bindings are as follows:

  • Pressing 0 switches to debug mode, renders physics collision meshes and disconnects player from physics (flying and passing trough objects)
  • Pressing F2 key switches to editor mode, which allows creating maps.
  • Pressing + and - changes mouse sensitivity.
  • wasd for walking around and mouse for looking around as usual.

The options of the game engine can be edited using ./Engine/Options.xml file.