Here we will detail how to install the engine on your system to start creating VR applications with the Annwvyn library.
The Annwvyn SDK is a package containing the Annwvyn source distribution, with compiled binaries of the last available release and a valid Git tree you can pull to update it. It also includes all the free re-distributable libraries you need to use Annwvyn. It's installation is *not* required to actually play Annwvyn developed content, but is necessary to build it.
The SDK is packaged as an installer file, compiled with the Free software InnoSetup.
The Annwvyn sub-folder is the Annwvyn Engine source code. It's also a Git working repository, with a remote “origin” pointing to the GitHub official repo. So you can git pull to get a new version of it.
If you want more information on the source package, please check out the source article.
Before installing the engine SDK, you should install Visual Studio 2015 first. This will be our development platform. The community version is freely available here: Visual Studio Download page
During the installation, please check the Visual C++ package. We kinda need a C++ compiler, right?
I also encourage you to use a source control version software, like Git
You'll need the Oculus runtime if you're using a Rift, get it here
You'll need SteamVR on Steam if you're using a Vive, get Steam here (need to create an account. You'll probably already own one if you're interested in our field )
Good knowledge of modern C++ and an understanding of VR systems is also recommended before starting to dive in!
The simpler way to get Annwvyn up and running is to install the SDK package.
You can download the SDK package from the “download” page of Annwvyn.org, or just follow this link : http://annwvyn.org/dl/setupAnnwvynSDKx64.exe
This is a standard Windows installer. By default (for legacy reason) it will want to install the SDK in C:\Oculus\AnnwvynSDK64\. You can change this to anywhere you want in your system.
Near the end of the install process, a terminal window will open, asking you about environment variables. Just say yes. This will store the install location of the SDK to an environment variable, so that the enclosed VS project will get the path to the libraries.
The dependency package contains everything you need to build the engine (it's the exact content of the packaged SDK, minus the Annwvyn source directory. You can download a zipped archive from the Annwvyn.org download page
You need to run the batch file “RUNME.bat” to configure an environment variable that the MSVC configurations will depend on.
Navigate to the directory where you have unzipped the archive in Git bash, and run the following command
git clone https://github.com/Ybalrid/Annwvyn/
This will clone the source repository on your system. But it will not contain the needed binaries. to run the template and test applications
In the source repository, navigate to the /Annwvyn/msvc/Annwvyn location. You'll find a Visual Studio solution file called “Annwvyn.sln”, open it.
Make sure that you're set on “Release/x64” on top on the VS window, and then hit Ctrl+Shift + B to build the entire thing.
If it's done sucessfully, you can navigate to the /Annwvyn/msvc/Test directory, and do the same.
Then, please run the /Annwvyn/example/getLibs.bat script to copy all the .dlls needed to the correct location.
Once you're done with that, you can try to launch the test.exe program in /Annwvyn/example. If you don't have a VR system setup, please use the “novr_launcher.bat” script to open it in a debug mode where the game only runs in a standard window, without head-tracking.
If you have a rift or vive setup, go along and open the right launcher .
The program will default to the Oculus VR mode if you try to run it directly.
Theses launchers are only there to easily pass the right command line arguments to the engine.
The Annwvyn/template directory contains a “Game.sln” solution and a similar “getLibs” script you should launch once.