RealmCrafter: Community Edition no longer uses the old Blitz3D / BlitzPlus
workflow described in earlier docs. The live repository builds through the
vendored BlitzForge toolchain and the root-level
build scripts in this repo.
If you only want to try RCCE, download a packaged release from GitHub. This page is for contributors and source builders working from the repository.
Clone with submodules so the BlitzForge compiler and bundled extras are present:
git clone --recurse-submodules https://github.com/RydeTec/rcce2.git
cd rcce2If you already cloned without submodules:
git submodule update --init --recursiveThe main source entrypoints live under src/:
src/Client.bb- game clientsrc/Server.bb- game serversrc/GUE.bb- Game Unified Editorsrc/Project Manager.bb- launcher and packaging entrypointsrc/Modules/- shared engine and editor modulessrc/Tests/- Blitz test sources compiled by the test runners
Game content, scripts, and sample project data live under data/,
including data/Server Data/Scripts/ for gameplay scripting. Compiled outputs
land in bin/ plus the root-level Project Manager executable.
Use the batch scripts from the repository root:
compile.bat
compile.bat -b
publish.bat
test.batUse the shell scripts from the repository root:
./scripts/bootstrap_macos.sh
./compile.sh
./compile.sh -b
./publish.sh
./test.shbootstrap_macos.sh is required on macOS before the first source build. The
script name is historical; it prepares the Unix-side toolchain used by the
current shell workflow.
macOS support is currently alpha because the underlying BlitzForge runtime is still incomplete there. Treat the macOS path as a development and feedback surface, not a production release target.
The build scripts share the same intent:
-b/--blitzrebuild BlitzForge itself-e/--skip-engineskip the main RCCE engine build-t/--skip-toolsskip the editor/tool builds
Successful builds produce the main applications from the repo root:
Project Manager.exeon Windows, orProject Manageron macOSbin/Client(.exe)bin/Server(.exe)bin/GUE(.exe)
Use Project Manager when you want the normal launcher flow. Use the binaries in
bin/ when you want to run the client, server, or editor directly.
test.bat and ./test.sh compile each .bb file under src/Tests/ with
BlitzForge test mode. Run the test script from the repo root before opening a
pull request.
- Clone with submodules.
- Build with
compile.bator./compile.sh. - Run
test.bator./test.sh. - Launch
Project Manageror the relevant binary inbin/. - Make focused changes in
src/,data/, ordocs/.
- Running the client in debug mode uses a windowed display, which makes multi-client local testing easier.
- Server-side gameplay code often refers to abilities as spells and zones as areas.
- If you are tracing gameplay or content behavior, inspect
data/Server Data/Scripts/alongside the engine sources insrc/.
- See
index.mdfor the docs landing page. - See
reference.mdfor module-level documentation. - See
formats.mdfor on-disk data format notes.