| assets | ||
| build/web | ||
| scripts | ||
| src | ||
| .gitignore | ||
| nim.cfg | ||
| README.md | ||
Template project for Myou Engine
Features
- A
nim.cfgready to compile to desktop, Android, iOS, and web through Emscripten. - Helper scripts for using the C files for Android and iOS (in Android Studio and XCode respectively).
- A
game.htmlfile with just a canvas that fills the whole window. - A simple python server that supports CORS (so you can load assets remotely), and COOP/COEP (so multithreaded Emscripten builds can work).
- An empty
example.blendthat is just a default cube saved in Blender 4.1.
How to use
-
Have the code of Myou Engine somewhere. In this example it expects it to be in
../myou-engine(that is, in the parent folder of this project). -
If you have the engine somewhere other than
../myou-engine, change the path innim.cfg. For example, if you have it in./libs/myou_engine, then change this:path:"../myou-engine/libs/packages"by this:
path:"./libs/myou_engine/libs/packages"Note that we add
/libs/packagesso that the engine can use all of its dependencies without relying on a package manager. -
Have Nimskull installed in your path (here we'll assume it's just
nim). In the future it will work with Nim (and other languages as well) through a built version of the engine.
Desktop version
-
To compile and run for desktop just run
nim c -r src/main.nimThe output will be in
build/game.exeorbuild/game. -
To compile a Windows version from Linux or MacOS, run:
nim c -d:mingw src/main.nimYou can add
-rto run it, it will try to use Wine if you have it installed.
Web version
-
To compile a web version with Emscripten, run:
nim c -d:emscripten src/main.nimOutput files will be in
build/web/ -
Run
python scripts/simple.server.py
Mobile version
-
To compile it for Android:
nim c --os:android --cpu:arm64 src/main.nimOutput C files will be in
tmp/android/(TODO: instructions on how to use files in Android Studio)
-
To compile it for iOS:
nim c --os:ios src/main.nimOutput C files will be in
tmp/android/(TODO: instructions on how to use files in XCode)
License
Add your own license and replace this text. Until then you can consider this CC0. You can use the files in this repository for any purpose whatsoever.