gxbuild is a build system for applications using C and raylib.
- Supports building for Windows, Linux, Web and Android
- Uses shell scripts, making it easy to run on all platforms with minimal prior setup
- Automates most of the setup process: installing dependencies, downloading and compiling raylib
- Change the options in
config.sh
to your liking (app name, compiler flags). - If you're on Windows, download w64devkit. Make sure you get a release zip, not the source code. Extract the archive somewhere and run
w64devkit.exe
. On Linux, just open a terminal. - Follow the below instructions for the platform you want to build for.
- Run
./setup.sh
to set up the project. - Run
./build.sh
to compile the project.
- Run
TARGET=Web ./setup.sh
to set up the project. You will need about 1 GB of free space. - Run
TARGET=Web ./build.sh
to compile the project.
- Download Java and extract it somewhere. On Linux, you can also install Java using a package manager (make sure you get the JDK, not just the JRE).
- Change the Java path in
config.sh
. - Run
TARGET=Android ./setup.sh
to set up the project. You will need about 5 GB of free space. - Run
TARGET=Android ./build.sh
to compile the project.
- Install
mingw-w64
using your package manager. - Run
TARGET=Windows_NT ./setup.sh
to set up the project. - Run
TARGET=Windows_NT ./build.sh
to compile the project.
raylib currently has some issues on Web and Android platforms, here I've documented some of the issues I've found when creating the CaveScroller game for the raylib 5K gamejam. If you have any other issues, you can also check the raylib issue tracker for Web and Android.
SaveStorageValue
and LoadStorageValue
save their values in a storage.data
file internally managed by raylib. raylib on Web (emscripten) does not have a persistent file system, any files created during the runtime of the application are not saved when the user reloads the page.
However, web browsers have a feature called local storage which allows saving values persistently. You can add this to your code to allow saving and loading values on Web, just use the save
and load
functions like you would use SaveStorageValue
and LoadStorageValue
:
#ifdef PLATFORM_WEB
#include <emscripten/emscripten.h>
#define save(i, v) emscripten_run_script(TextFormat("localStorage.setItem(\"%d\", %d);", i, v))
#define load(i) emscripten_run_script_int(TextFormat("localStorage.getItem(\"%d\");", i))
#else
#define save SaveStorageValue
#define load LoadStorageValue
#endif
Currently the file system is not accessible on Android. Trying to load any file outside the assets folder results in Failed to open file
. This means that any user created files cannot be loaded, and SaveStorageValue
/LoadStorageValue
don't work.
Assets such as images and sounds that are bundled into the APK file can still be loaded. gxbuild automatically bundles everything in the assets
folder into the APK. Note that the assets
folder is only created after running the setup.sh
script.
On Android, the default working directory for loading assets is the assets
folder. On other platforms, it is usually the directory containing the executable. To make sure your assets are loaded from the same directory on all platforms, you can do this:
#ifndef PLATFORM_ANDROID
ChangeDirectory("assets");
#endif
myTexture = LoadTexture("texture.png");
mySound = LoadSound("sound.wav");
myFont = LoadFont("font.ttf");
#ifndef PLATFORM_ANDROID
ChangeDirectory("..");
#endif
GitHub Actions can be set up to automatically build your project when you push new changes, and give your users executables without them having to compile your project. Create a new file called .github/workflows/main.yml
and paste these contents:
name: Build project
on: push
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Setup build environment
run: |
sudo apt update
sudo apt install mingw-w64
./setup.sh
TARGET=Windows_NT ./setup.sh
- name: Build project
run: |
./build.sh
TARGET=Windows_NT ./build.sh
- uses: actions/upload-artifact@v3.0.0
with:
name: game-linux
path: game
- uses: actions/upload-artifact@v3.0.0
with:
name: game-windows
path: game.exe
Replace all instances of game
with your project's name, the same as defined in config.sh
. This will only build for Windows and Linux.
Note that by default, users must be logged in to GitHub to download the executables (artifacts). You can give your users a link like this to let them download without logging in: https://nightly.link/YOURNAME/YOURREPO/workflows/main/main
. You can read more about this here.