Amphora Docs Help

Getting Started

Getting the Engine

Before developing your game, you'll need a copy of the Amphora engine. Releases can be downloaded using the amphora command line utility, or you can clone the latest dev branch from GitHub and build it yourself (see Producing Custom Engine Builds).

Creating a Project

Once you've obtained a copy of the engine, you'll use the amphora utility to create a new blank project:

amphora new MyGame

Inside the project, the src directory is where code files are found, include is for headers, content is for any assets your game will need, and config is for configuration files.

Within src/, you'll find Amphora.cpp which is the entry point for your game. This file is not intended to be modified, and should be left as-is, as it forms the translation layer between the engine and your game code. The bulk of your game logic will be in src/Scenes/, though it's typical to have many directories under src/, (src/Entities/, src/FX/, etc.).

It is recommended to add using namespace Amphora; to the top of each source file to avoid having to prefix every engine class and function with Amphora::.

Building the Project

Amphora uses CMake for builds. Assuming you have CMake installed, you should be able to build and debug your project easily using Visual Studio or any other CMake-compatible IDE.

On Linux, you can also build from the command-line with the following commands:

mkdir -p build cd build cmake .. make
18 December 2025