Getting Started
Getting Started
Section titled “Getting Started”SolEngine is currently Windows-only (Vulkan / MSVC). Linux and macOS are planned.
Prerequisites
Section titled “Prerequisites”- Windows 10 or 11 (64-bit)
- Visual Studio 2022 with the C++ workload
- CMake 3.25+
- Vulkan SDK (1.3+) — add
VULKAN_SDKtoPATH - Qt 6.7+ — add
Qt6_DIRor install via Qt Installer (MSVC 2022 kit) - Git
git clone https://github.com/mathiassol/solengine.gitcd solenginebuild.batThis runs cmake --preset windows-release and compiles everything:
sol_engine.dll, sol_editor.exe, and the demo project. First build takes
10–15 minutes (CMake FetchContent downloads Jolt, GLM, cgltf, LuaBridge, etc.).
Launch the Editor
Section titled “Launch the Editor”editor.batOpens sol_editor.exe with the FPS demo project pre-loaded. Press Play to run
in the viewport, or open the scene hierarchy and inspector to explore the scene.
Run the Demo Standalone
Section titled “Run the Demo Standalone”runDemo.batStarts the FPS demo directly without the editor. WASD + mouse to move.
Install to AppData (optional)
Section titled “Install to AppData (optional)”install.batCopies binaries to %LOCALAPPDATA%\SolEngine\bin\ so you can open any project
from the editor’s file picker.
Project Structure
Section titled “Project Structure”engine/ C++ engine source + headerseditor/ Qt6 + ImGui editor sourcedemo/ Example FPS project scenes/ .solscene scene files scripts/ Lua scripts assets/ Models, textures, audiocmake/ CMake helpersWebsite/ Astro documentation siteNext Steps
Section titled “Next Steps”- Lua API Reference — Script nodes with Lua
- Node Types — What nodes are available and what they do
- Material Editor — Editing PBR materials in the editor