frinky-engine

Getting Started

Use this guide when you want the fastest path from “I have the engine” to “I can launch a project and see it run.”

Prerequisites

Choose Your Starting Path

Use 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.

Release Build

  1. Download a packaged release from GitHub Releases.
  2. Extract it to a normal writable folder.
  3. Launch FrinkyEngine.Editor.exe.
  4. Create or open a project in the editor.

Source Build

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

First Success

The goal here is simple: prove the editor, project loading, and play loop work on your machine.

Fastest path from source

Open the included example project:

.\launch-editor.bat ExampleGames\PrefabTestingGround\PrefabTestingGround.fproject
dotnet run --project src/FrinkyEngine.Editor -- ExampleGames/PrefabTestingGround/PrefabTestingGround.fproject

Then:

  1. Wait for the project to finish loading.
  2. Press F5 to enter Play mode.
  3. Confirm the scene runs from the main camera.
  4. Press F5 again to stop.

Fastest path from a release build

  1. Launch the editor.
  2. Create a project with File -> New Project.
  3. Save it to a normal writable folder.
  4. Open the default scene or create one.
  5. Press F5 to enter Play mode.
  6. Confirm the project runs and returns to the editor when you stop.

Create a New Game Project from Source

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:

  1. Open the .fproject in the editor.
  2. Build scripts with File -> Build Scripts or Ctrl+B.
  3. Press F5 to confirm the project runs.

What Success Looks Like

You are in a good state when all of these are true:

dotnet run --project src/FrinkyEngine.Runtime -- path/to/MyGame.fproject

Quick Editor Tour

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

Next Steps