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BuildingForEveryPlatform.md

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Introduction

Greetings, one and all. Today we shall explore how to build and deploy a ggez game for every possible platform. For platforms like Linux and Mac it's pretty darn simple. For ones like Android it gets harder and you have to jump through hoops. The purpose of this is to document the hoops and give you a cookbook on the best jumping methods and trajectories. We will progress generally from the easiest to hardest jumps.

Project setup

We will use the hello_world example project from ggez for all these examples. To do the initial setup, assuming you have cargo installed:

cargo init --bin hello_world
cd hello_world

Now copy-paste the contents of https://raw.githubusercontent.com/ggez/ggez/master/examples/hello_world.rs into hello_world/src/main.rs, or just wget it:

wget https://raw.githubusercontent.com/ggez/ggez/master/examples/hello_world.rs
mv hello_world.rs src/main.rs

You'll need a font to print "Hello world!" with, so we need to fetch one and put it in a subdirectory called resources in your project root:

mkdir resources
cd resources
wget https://raw.githubusercontent.com/ggez/ggez/master/resources/DejaVuSerif.ttf

Then edit your Cargo.toml with your favorite super duper editor and under [dependencies] add:

ggez = "0.4"

Now run cargo run and it should build and run! ...maybe. It depends on what platform you're on and what libraries you have installed. To make super-duper sure you have all the bits and pieces in the right places to make this always work, read on!

Linux

Debian

Very easy, just install the required dev packages:

apt install libasound2-dev libsdl2-dev pkg-config

Then you should be able to build with cargo run

Redhat

Same libraries as Debian, slightly different names. On CentOS 7 at least you can install them with:

yum install alsa-lib-devel SDL2-devel

Distributing

As documented in more depth here.

The right way is to get your users to install SDL2 themselves, and make sure it's the same one you built your game against. This is often not practical unless you're delivering your game as source.

Another other option is to take the libSDL2.so library and distribute it with your game, then include a startup script that sets the LD_LIBRARY_PATH to include wherever you put it.

So if our game directory structure is:

my_game
lib/libSDL2.so

our launcher script would go in the same directory and look like:

#!/bin/sh
GAMEDIR=$(dirname "$0")
LD_LIBRARY_PATH=$GAMEDIR/lib $GAMEDIR/my_game

Or, and this is a new one to me, you can use the rpath linker option to include a relative LD_LIBRARY_PATH-ish path to search in the executable itself, by setting the LD_RUN_PATH environment variable when you build your game:

env LD_RUN_PATH='$ORIGIN/lib' cargo build

Then, when the executable is run, it will look in lib/ relative to the executable location for shared objects along with wherever the system says it should look.

Note that distributing your own libSDL2.so will still fail if the user has a significantly different of glibc than you do. If anyone comes up with a good way to build everything statically with musl it would be interesting to be able to do that.

Mac

Install SDL2 with the brew package manager like so:

brew install sdl2

which should build and install SDL2, header files and any dependencies.

Distributing

???

Windows

All you need to install is the SDL2 libraries but it's a pain in the butt. The instructions here are from the sdl2 crate for building with MSVC, which is what I've found to be simplest:

  1. Download MSVC development libraries from http://www.libsdl.org/ (SDL2-devel-2.0.x-VC.zip).

  2. Unpack SDL2-devel-2.0.x-VC.zip to a folder of your choosing (You can delete it afterwards).

  3. Copy all lib files from

    SDL2-devel-2.0.x-VC\SDL2-2.0.x\lib\x64\

    to (for Rust 1.6 and above)

    C:\Program Files\Rust\lib\rustlib\x86_64-pc-windows-msvc\lib

    or to (for Rust versions 1.5 and below)

    C:\Program Files\Rust\bin\rustlib\x86_64-pc-windows-msvc\lib

    or to your library folder of choice, and ensure you have a system environment variable of

    LIB = C:\your\rust\library\folder

    For Rustup users, this folder will be in > C:\Users\{Your Username}.multirust\toolchains\{current toolchain}\lib\rustlib\{current toolchain}\lib

Where current toolchain is likely stable-x86_64-pc-windows-msvc.

  1. Copy SDL2.dll from

    SDL2-devel-2.0.x-VC\SDL2-2.0.x\lib\x64\

    into your cargo project, right next to your Cargo.toml.

However once this is done you should be good to go.

Distributing

Just copy SDL2.dll to the same directory that your compiled exe is in and distribute it along with.

Android

Not officially supported yet. ;_; See ggez#70

iOS

Not officially supported yet. ;_; See ggez#70

Web/wasm/emscripten

Not officially supported yet. ;_; See ggez#71

However, there are some WIP notes for getting things running on emscripten:

Known blockers for wasm: threads (rodio), gfx-rs (OpenGL backend should work but is touchy to set up, we don't yet have a good way to specify WebGL), probably app_dirs/resources, SDL2

For the sake of (my) simplicity, I am going to assume this is being done on Linux or something like it for now.

First fetch and install the emscripten SDK, which is a compiler and set of libraries for turning LLVM code into asm.js or wasm. You should get the latest version from the emscripten website. It appears to be distributed as a portable package since it contains a lot of stuff you don't want mucking up your system with anyway; it's basically a self-contained cross-compiler, and you usually want to make sure those live in their own little world.

Follow the emscripten install instructions. Unpack it somewhere convenient, install dependencies, set environment variables, etc.

Now install the Rust emscripten toolchain:

rustup target install wasm32-unknown-emscripten

(We're using wasm here 'cause it's awesome.)

Build the thing:

embuilder.py build sdl2
export EMMAKEN_CFLAGS="-s USE_SDL=2"
cargo build --target=wasm32-unknown-emscripten