Template for a Game using the awesome Bevy engine featuring out of the box builds for Windows, Linux, macOS, and Web (Wasm). It also includes the setup for android support.
Since Bevy is in heavy development, there regularly are unpublished new features or bug fixes. If you like living on the edge, you can use the branch bevy_main of this template to be close to the current state of Bevy's main branch
- small example "game" (warning: biased; e.g., split into a lot of plugins and using
bevy_kira_audiofor sound) - 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
- 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. You might want to consider running the workflow less often or removing some builds from it. For public repositories the builds are free!
- push a tag in the form of
- Click "Use this template" on the repository's page
- Look for
ToDoto use your own game name everywhere - Update the icons as described below
- Start coding 🎉
- Start the native app:
cargo run - Start the web build:
trunk serve- requires trunk:
cargo install --locked trunk - requires
wasm32-unknown-unknowntarget:rustup target add wasm32-unknown-unknown - this will serve your app on
8080and automatically rebuild + reload it after code changes
- requires trunk:
- Start the android app:
cargo apk run -p mobile(update the library name if you changed it)- requires following the instructions in the bevy example readme for android setup instructions
- Start the iOS app
- Install Xcode through the app store
- Launch Xcode and install the iOS simulator (check the box upon first start, or install it through
Preferences > Platformslater) - Install the iOS and iOS simulator Rust targets with
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim(see the bevy example readme for ios setup instructions) - run
make runinside the/mobiledirectory
- 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.pngwith a1024times1024pixel png icon and runcreate_icns.sh(make sure to run the script inside thebuild/macosdirectory) - Note: this requires a mac - Replace
build/windows/icon.ico(used for windows executable and as favicon for the web-builds)- You can create an
.icofile for windows by following these steps:- Open
macos/AppIcon.iconset/icon_256x256.pngin Gimp - Select the
File > Export Asmenu 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.pngwithmacos/AppIcon.iconset/icon_256x256.png, but rename it toicon.png
- Trigger the
deploy-github-pageworkflow - Activate GitHub pages for your repository
- Source from the
gh-pagesbranch (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.
Note that this does a cargo build and thus does not work with local dependencies. Consider pushing your "custom Bevy fork" to GitHub and using it as a git dependency.
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] ).