Use this guide when you want the fastest path from “I have the engine” to “I can launch a project and see it run.”
.bat helper scripts, or use the equivalent dotnet commands directlyUse a release if you want to try the editor quickly. Use source if you want the latest code, example projects, or to work on the engine itself.
FrinkyEngine.Editor.exe.Clone the repository with submodules:
git clone --recurse-submodules https://github.com/frinky04/FrinkyEngine.git
cd FrinkyEngine
If you already cloned without submodules:
git submodule update --init --recursive
Build the solution:
.\build.bat
dotnet build FrinkyEngine.sln -c Release
Launch the editor:
.\launch-editor.bat
dotnet run --project src/FrinkyEngine.Editor
The goal here is simple: prove the editor, project loading, and play loop work on your machine.
Open the included example project:
.\launch-editor.bat ExampleGames\PrefabTestingGround\PrefabTestingGround.fproject
dotnet run --project src/FrinkyEngine.Editor -- ExampleGames/PrefabTestingGround/PrefabTestingGround.fproject
Then:
F5 to enter Play mode.F5 again to stop.File -> New Project.F5 to enter Play mode.Install the template:
.\install-template.bat
dotnet new install ./templates/FrinkyEngine.Templates --force
Create a project:
dotnet new frinky-game -n MyGame
This generates:
MyGame/
MyGame.fproject
MyGame.csproj
Assets/
Scenes/MainScene.fscene
Scripts/
RotatorComponent.cs
.gitignore
The dotnet new template .csproj includes a placeholder comment for FrinkyEngine.Core. Add a ProjectReference to your local src/FrinkyEngine.Core/FrinkyEngine.Core.csproj if you are using the template path from source. The editor’s File -> New Project flow generates a project file that already points at the running editor’s engine DLL instead.
After creating the project:
.fproject in the editor.File -> Build Scripts or Ctrl+B.F5 to confirm the project runs.You are in a good state when all of these are true:
Ctrl+B completes without script build errors.F5 enters Play mode and renders the scene.dotnet run --project src/FrinkyEngine.Runtime -- path/to/MyGame.fproject
| Panel | Description |
|---|---|
| Viewport | 3D scene rendering with transform gizmos |
| Hierarchy | Entity tree with drag-and-drop reordering and parenting |
| Inspector | Component editing with attribute-driven reflection |
| Assets | File browser for models, prefabs, scenes, and scripts |
| Console | Log stream viewer |
| Performance | Frame time and rendering statistics |