Getting started

Build Orrin from source, run the built-in demo, and scaffold your first project with the CLI.

Orrin builds from source. There is no installer and no published binary release yet — the engine is pre-release, and the way you run it today is the way the team runs it.

Prerequisites

  • Rust — a recent stable toolchain, installed via rustup.
  • A Vulkan-capable GPU and driver. The renderer targets Vulkan through vulkano.
  • The .NET SDK — only if you want C# scripting. The engine runs without it.

Clone and run the demo

git clone https://github.com/Orrin-Team/orrin.git
cd orrin
cargo run -p orrin-core

That builds the workspace and starts the engine on its built-in demo scene. The first build compiles the whole dependency tree, so expect it to take a while; subsequent runs are incremental.

Run with C# scripting

Scripting is behind a Cargo feature. Build the C# side first, then enable the feature:

dotnet build scripting/Orrin -c Debug
cargo run -p orrin-core --features scripting

The C# runtime is hosted in-process through CoreCLR, which is what makes it possible to reload game code without restarting the editor.

Start a game project

You don’t need to know any of the above to make a game. The orrin CLI scaffolds and runs projects for you:

cargo build -p orrin-cli

./target/debug/orrin new my-game
cd my-game
../target/debug/orrin run

orrin new writes the project manifest, a .csproj, and an entry Behaviour. orrin run builds the scripts, indexes the assets, and launches the engine on your project.

Where to go next

  • The CLI — what new and run actually do.
  • Scripting — the C# side and hot reload.
  • Architecture — the long-term plan and why the early decisions look the way they do.

If something breaks

Orrin is in active development and the surface changes. The Discord is the fastest way to get an answer, and the issue tracker shows what’s already known.