The Fling Engine aims to be a cross platform Vulkan game engine that will experiment with the following:
- Low-level engine systems such as render API abstraction, file systems, and custom allocators.
- Multithreaded engine architecture
- The Vulkan graphics API for real time rendering
There are a few basic steps to compiling Fling on your platform.
CMake 3.13 or higher!
This project requires CMake 3.13 or higher, you can install it here.
This project uses GLFW, so you will need to install those libraries to your machine. GLFW also depends on having Doxygen, so you may want to have that as well.
Ubuntu:
sudo apt-get update
sudo apt-get install doxygen
sudo apt-get install -y libglm-dev libxcb-dri3-0 libxcb-present0
sudo apt-get install -y libpciaccess0 libpng-dev libxcb-keysyms1-dev
sudo apt-get install -y libxcb-dri3-dev libx11-dev libmirclient-dev
sudo apt-get install -y libwayland-dev libxrandr-dev
sudo apt-get install -y libglfw3-dev
sudo apt-get install -y xorg-dev
Obviously this project is build using Vulkan, so you will need to install it before compiling or running the program.
You can download the SDK from the LunarG website here.
If you are having trouble with the Vulkan SDK then check out some of these resources:
After installing the SDK, you can simply run one of the provided scripts.
Running either one of these scripts will simply get all submodules and external libraries
that the engine uses and create a folder called build. The build folder will have your
platform specific build files (Visual Studio, Makefiles, etc).
Once the system dependencies and Vulkan SDK above are installed, here's the full path from a fresh clone to a running game, on Linux/macOS:
# 1. Pull submodules, install Catch2 locally, and configure CMake into `build/`
./Init.sh
# 2. Build the Sandbox target
cmake --build build --target Sandbox --parallel
# 3. Run it
./build/Sandbox/bin/SandboxOn Windows, the equivalent is:
:: 1. Pull submodules and configure CMake into `build/`
Init.bat
:: 2. Build the Sandbox target
cmake --build build --target Sandbox --config Debug
:: 3. Run it (path includes the build config)
build\Sandbox\bin\Debug\Sandbox.exeSee Skills/building.md for switching build types (Debug/Release/
shipping) and other day-to-day build details.
For ease of development and iteration the file paths to Assets (shaders, textures, models, etc) are all absolute paths generated by CMake. If you want to have a copy of your executeable with asset paths relative to the program, then generate your project files with CMake with this flag:
cmake -DDEFINE_SHIPPING=ON -B build .
Notice the -DDEFINE_SHIPPING option is set to ON. This sets a definiton that you can use in C++:
#ifdef FLING_SHIPPING
// Do some nice stuff
#else
// Do non-shipping code, perhaps with a lot of log messages
#endifSee docs/CodingStyle.md for documentation-comment conventions and how to run the comment-style check / clang-format.
If you're using Claude Code, Cursor, Copilot, or another AI coding assistant on this project, start at AGENTS.md — it covers build/test commands, coding style, and architecture, and links into Skills/ for topic-specific detail.
We use a pretty basic branching strategy. Make a feature branch off of Main for something like "add-support-for-x", and then that feature is done and tested create a pull request to get it into Main.
We will create stable "Release" branches and tag them accordingly with stable versions of the build.
Some great resources are the Vulkan Tutorial and SaschaWillems's repo with different Vulkan examples
