How to compile source code?

Hi, I managed to build the krom_blender version (but without the SDK yet):
https://github.com/armory3d/krom_blender/issues/1

There were a few stops in the way, like the old windows CMake file that doesn’t read well the version of Visual Studio 2017, so it fails.
@AFWS88 you didn’t list the part about the Additional Dependencies for bf_editor_space_armory, and the CMake file for that needs some V8 libs that you need to update the path to as well.

In any case, the addon that’s in the ‘armory’ repo has a hardcoded line “with_krom = False”, so in the end there’s also the python side of fixing things. What I’m trying to say is that I don’t think there’s a cookie-cutter, Qt-like way to build it yet, @lubos seems to be working on a full SDK repository to address that if I’m not mistaken.


The reason that I’m trying to build it is that there’s only one playable demo right now, and before investing in it (financially etc.) I want to know if it runs on my machine.

I want to see if my machine can handle the voxel GI, the raytraced shadows, the separable SSS etc. – if anyone knows of desktop Windows demo binaries of the graphics, I’d love to try them (I have looked at the Showcase projects already).
The github examples only work if you already have the engine.

Lubos suggested joining the Patreon, getting the SDK and then cancelling the pledge before you’re charged, but that wouldn’t work because Patreon charges you the moment you pledge (and then it’s repeated at the first of each month afterwards). But I don’t want the full SDK anyway, just trying out cool demos x)