Prisma Engine builds on Linux for both x64 and ARM64 architectures. Vulkan is the primary rendering backend on Linux; OpenGL is listed as a fallback but is not the recommended path. All presets use the Ninja generator, and an auto-detect script (Documentation Index
Fetch the complete documentation index at: https://mintlify.com/Excurs1ons/PrismaEngine/llms.txt
Use this file to discover all available pages before exploring further.
scripts/build.sh) lets you build without remembering preset names. The PacMan demo ships with dedicated build, run, and package scripts that work out of the box on both architectures.
Requirements
- GCC 11+ or Clang 13+ — both support the C++20 features used by the engine
- CMake 3.20 or later
- Ninja — required by all Linux presets (
apt install ninja-build) - Vulkan SDK — install the
libvulkan-devpackage plus validation layers for development
Install Vulkan
Available presets
Linux presets cover both x64 and ARM64, and all three build targets.| Preset name | Target | Arch | Config |
|---|---|---|---|
engine-linux-x64-debug | Engine | x64 | Debug |
engine-linux-x64-release | Engine | x64 | Release |
engine-linux-arm64-debug | Engine | ARM64 | Debug |
engine-linux-arm64-release | Engine | ARM64 | Release |
editor-linux-x64-debug | Editor | x64 | Debug |
editor-linux-x64-release | Editor | x64 | Release |
editor-linux-arm64-debug | Editor | ARM64 | Debug |
editor-linux-arm64-release | Editor | ARM64 | Release |
runtime-linux-x64-debug | Runtime | x64 | Debug |
runtime-linux-x64-release | Runtime | x64 | Release |
runtime-linux-arm64-debug and runtime-linux-arm64-release presets are not listed above because they were not present in CLAUDE.md at the time of writing. Use the auto-detect script on ARM64 for runtime builds.Build commands
- Auto-detect script
- CMake presets (x64)
- CMake presets (ARM64)
The
scripts/build.sh script detects your platform and architecture automatically, selects the matching preset, and runs both the configure and build steps.| Option | Values |
|---|---|
--target | engine, editor, runtime, pacman |
--config | debug, release |
--preset | Any preset name from CMakePresets.json |
--clean | Remove the build directory before configuring |
PacMan demo
The PacMan demo is a self-contained game that ships with the engine as a build target. It has its own isolated output directory separate from the editor builds.Build
build/pacman-linux-x64-debug/bin/PacManGame (x64) or build/pacman-linux-arm64-debug/bin/PacManGame (ARM64).Rendering backend
Vulkan is the only actively supported rendering backend on Linux. The OpenGL backend exists as a compile-time option (PRISMA_ENABLE_RENDER_OPENGL) but is not the recommended path. Enable Vulkan explicitly if it is not already on in the preset you are using:
resources/common/shaders/glsl/. The Vulkan adapter implementation is in src/engine/graphic/adapters/vulkan/.