Game Build Types in Amazon Lumberyard - Lumberyard User Guide

Game Build Types in Amazon Lumberyard

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog, O3DE Discord, or O3DE GitHub to learn more. The Lumberyard forums have been deprecated. You may view past forum discussions in the archive.

Amazon Lumberyard lets you create different types of game builds for each step in your development process:

Profile mode builds for game developers, designers, and artists

  • Provides an optimized build meant for game development.

  • Contains performance instrumentation and debugging output.

  • Compiles shaders at run time, which may require the remote shader compiler.

  • Communicates with Asset Processor and compiles as needed.

  • Has logging, crash reporting, metrics, and other troubleshooting features.

Debug mode builds for programmers

  • Provides a non-optimized version of the game engine that provides the same features as the profile version.

  • Has additional memory checks and tests.

  • Provides step-by-step code that programmers can use to debug the execution.

Release mode builds for customer previews, demos, and launches

  • Loads assets and data only from .pak files.

  • Loads shaders from .pak files for better performance but may compile shaders for DirectX at run time if a shader is not found in the .pak files.

  • Can't use virtual file system (VFS) or remote asset access.

  • Doesn't communicate with Asset Processor because Asset Processor doesn't ship with the game.

  • Removes most logging, instrumentation, profiling, and other measurement metrics.

  • Removes all game developer and programmer features such as console usage, cheat commands, command line parsing, and batch mode processing.

  • Combines everything into a single executable file instead of DLLs.

To learn how to perform each type of build and about build configuration, see Waf Commands and Options