Template for a Game using the awesome Bevy engine featuring out of the box builds for Windows, Linux, macOS, Web (Wasm), Android, and iOS.
- small example "game"
- easy setup for running the web build using trunk (
trunk serve
) - run the native version with
cargo run
- workflow for GitHub actions creating releases for Windows, Linux, macOS, and Web (Wasm) ready for distribution
- the same workflow creates development builds for the mobile platforms (two separate workflows can push to the stores after some setup)
- push a tag in the form of
v[0-9]+.[0-9]+.[0-9]+*
(e.g.v1.1.42
) to trigger the flow - WARNING: if you work in a private repository, please be aware that macOS and Windows runners cost more build minutes. For public repositories the builds are free!
- Click "Use this template" on the repository's page
- Look for
ToDo
to use your own game name everywhere - Update the icons as described below
- Start coding ๐
- Start the native app:
cargo run
- Start the web build:
trunk serve
- requires trunk:
cargo install --locked trunk
- requires
wasm32-unknown-unknown
target:rustup target add wasm32-unknown-unknown
- this will serve your app on
8080
and automatically rebuild + reload it after code changes
- requires trunk:
- Start the android app:
cargo apk run -p mobile
- requires following the instructions in the bevy example readme for android setup
- Start the iOS app (see the bevy example readme for ios setup instructions)
- Install Xcode through the app store
- Launch Xcode and install the iOS simulator (check the box upon first start, or install it through
Preferences > Platforms
later) - Install the iOS and iOS simulator Rust targets with
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
- run
make run
inside the/mobile
directory
- Start the native app:
You should keep the credits
directory up to date. The release workflow automatically includes the directory in every build.
- Replace
build/macos/icon_1024x1024.png
with a1024
times1024
pixel png icon and runcreate_icns.sh
orcreate_icns_linux.sh
if you use linux (make sure to run the script inside thebuild/macos
directory) - Note:create_icns.sh
requires a mac, andcreate_icns_linux.sh
requires imagemagick and png2icns - Replace
build/windows/icon.ico
(used for windows executable and as favicon for the web-builds)- You can create an
.ico
file for windows by following these steps:- Open
macos/AppIcon.iconset/icon_256x256.png
in Gimp - Select the
File > Export As
menu item. - Change the file extension to
.ico
(or clickSelect File Type (By Extension)
and selectMicrosoft Windows Icon
) - Save as
build/windows/icon.ico
- Open
- You can create an
- Replace
build/android/res/mipmap-mdpi/icon.png
withmacos/AppIcon.iconset/icon_256x256.png
, but rename it toicon.png
- Trigger the
deploy-github-page
workflow - Activate GitHub pages for your repository
- Source from the
gh-pages
branch (created by the just executed action)
- Source from the
- After a few minutes your game is live at
http://username.github.io/repository
To deploy newer versions, just run the deploy-github-page
workflow again.
For general info on mobile support, you can take a look at one of my blog posts about mobile development with Bevy which is relevant to the current setup.
Currently, cargo-apk
is used to run the development app. But APKs can no longer be published in the store and cargo-apk
cannot produce the required AAB. This is why there is setup for two android related tools. In mobile/Cargo.toml
, the package.metadata.android
section configures cargo-apk
while mobile/manifest.yaml
configures a custom fork of xbuild
which is used in the release-android-google-play
workflow to create an AAB.
There is a post about how to set up the android release workflow on my blog.
The setup is pretty much what Bevy does for the mobile example.
There is a post about how to set up the iOS release workflow on my blog.
If you don't want to target Android or iOS, you can just delete the /mobile
, /build/android
, and /build/ios
directories.
Then delete the [workspace]
section from Cargo.toml
.
You should check out the Bevy website for links to resources and the Bevy Cheat Book for a bunch of helpful documentation and examples. I can also recommend the official Bevy Discord server for keeping up to date with the development and getting help from other Bevy users.
Audio in web-builds can have issues in some browsers. This seems to be a general performance issue and not due to the audio itself (see bevy_kira_audio/#9).
This project is licensed under CC0 1.0 Universal except some content of assets
and the Bevy icons in the build
directory (see Credits). Go crazy and feel free to show me whatever you build with this (@nikl_me / @[email protected] ).