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Dedicated forge for the vulkan renderer, this is just a branch of the Daemon repository with a dedicated issue tracker and pull request hub.

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DaemonEngine/Daemon-vulkan

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Dæmon-vulkan

Dæmon-vulkan is the multithreaded, Vulkan version of Daemon.

GitHub tag

IRC

Windows macOS Linux
AppVeyor branch Azure branch Azure branch

ℹ️ We provide ready-to-use downloads for the Unvanquished game on the Unvanquished download page, builds of the Dæmon engine are included.

!!! Daemon-vulkan builds are currently not included, you have to build it yourself !!!

ℹ️ The repository of the source code for the game logic of Unvanquished can be found there.

Workspace requirements

To fetch and build Dæmon-vulkan, you'll need: git, cmake, and a C++23 compiler.

The following are actively supported: gcc ≥ 14, clang ≥ 19, Visual Studio/MSVC (at least Visual Studio 2022 17.4).

Dependencies

Required: zlib, libgmp, libnettle, libcurl, SDL2, GLEW, libpng, libjpeg ≥ 8, libwebp ≥ 0.2.0, Freetype, OpenAL, libogg, libvorbis, libopus, libopusfile.

Optional: ncurses.

MSYS2

MSYS2 is the recommended way to build using MinGW on a Windows host.

Required packages: mingw-w64-x86_64-gcc, mingw-w64-x86_64-cmake, make

Downloading the sources for the game engine

Daemon-vulkan requires several sub-repositories to be fetched before compilation. If you have not yet cloned this repository:

git clone --recurse-submodules https://github.com/DaemonEngine/Daemon-vulkan.git

If you have already cloned:

cd Daemon/
git submodule update --init --recursive

ℹ️ If cmake complains about missing files in libs/crunch/ folder or similar issue then you have skipped this step.

Build Instructions

💡️ Instead of -j4 you can use -jN where N is your number of CPU cores to distribute compilation on them. Linux systems usually provide a handy nproc tool that tells the number of CPU core so you can just do -j$(nproc) to use all available cores.

Enter the directory before anything else:

cd Daemon/

Visual Studio

  1. Run CMake.
  2. Choose your compiler.
  3. Open Daemon.sln and compile.

NatVis Support

NatVis files are contained in /src/engine/renderer-vulkan/VSSupport/. You can use them to get the custom visualisation for Daemon-vulkan containers in VS/VS Code. You may need to add them to the project (in Visual Studio right-click on the project -> Existing Item... -> Select the .natvis files).

Linux, macOS, MSYS2

Produced files will be stored in a new directory named build.

cmake -H. -Bbuild
cmake --build build -- -j4

Linux cross-compile to Windows

cmake -H. -Bbuild -DCMAKE_TOOLCHAIN_FILE=cmake/cross-toolchain-mingw64.cmake
cmake --build build -- -j4

Running a game

ℹ️ On Windows you'll have to use daemon-vulkan.exe and daemonded.exe instead of ./daemon-vulkan and ./daemonded, everything else will be the same.

To run a game you would need a pkg/ folder full of .dpk files provided by the Dæmon-based game you want to run. This pkg/ folder has to be stored next to the daemon binary.

You then run the game this way:

./daemon-vulkan

If you want to run a dedicated server, you may want to use the non-graphical daemonded server binary and start a map this way:

./daemonded +map <mapname>

Map names and other options may be specific to the game.