Building Lumberyard projects
Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE |
Building your Amazon Lumberyard game is the most important part of the development process - it's how you debug, test, and distribute. In this section of the guide, you'll learn how to configure your Lumberyard builds, get started with your first build, see which build types are available and what they offer, and how to use the Waf build system.
For instructions on bundling assets and distributing them with a release build, see Build and bundle assets for release in Lumberyard.
Your First Lumberyard Build
One of the first things you'll want to do with Lumberyard is configure the build system and see your configured game project running as a stand-alone executable or Visual Studio Solution.
Configure and build a Lumberyard game
Open a command line window and navigate to the
directory.Lumberyard_version
\devConfigure the build system:
lmbr_waf configure
Build your game project in profiling mode:
lmbr_waf build_win_x64_vs
2019
_profile -p game_and_engineDepending on your hardware, the build may take a while to complete.
To learn the general steps for creating a release build in Lumberyard, see Build and bundle assets for release in Lumberyard. For more information about creating release builds for Android and iOS, see Developing for Android and iOS with Lumberyard.
Topics
Topic | Description |
---|---|
Game Build Types in Amazon Lumberyard | Learn about the available types of Amazon Lumberyard builds and when to use them during development. |
Using the Waf Build System | Learn about the Waf build system, which is used by Lumberyard to configure and build game code. |
Build and bundle assets for release in Lumberyard | Run through a tutorial and learn how to use the Asset Bundler, along with Waf, to create release builds. |
Adding Custom Game Icons | Add a custom icon to display in your game's window as part of a release. |