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Export

aego export builds a game that runs on a machine without Go, without the engine sources and without the project.

aego export [dir] --target host|linux|windows|darwin[/amd64|/arm64] --development|--release --out dir
aego export --check --release        pre-export checks only
aego export --json                   report as JSON

In the editor: File → Export… opens the Export panel (target, profile, Check, Export, Reveal in File Manager). Progress is in Task Center, the report stays in the panel. Project Health lists what would block a release export.

What is built

Part Content
binary cmd/aego-runtime (or the generated main of a native project) built with -tags aego_runtime: no editor, pipeline, compiler, workspace or docs. SDL3 is linked statically.
data/manifest.aetext engine version, profile, target, the game block (name, module, version, start scene, window, defaults, project sections) and the asset index
data/artifacts/ imported artifacts named by content hash, <sha>.<kind>; no .aes, .aescene, .meta, project.aego
export.aetext Export Manifest: versions, target, profile, modules, binary and its size, libraries with licenses, start scene, data sizes by kind, content hash, build time
licenses/ SDL3 license

The runtime reads only the manifest: vfs/exportfs opens a file only when the manifest lists it with the same size.

Target Layout
linux game, data/, game.desktop, icon.png
windows game.exe with icon, version info and a PerMonitorV2 manifest; release has no console
darwin Game.app/Contents/{Info.plist, MacOS/game, Resources/data, Resources/icon.icns}, ad-hoc signed when codesign exists

Profiles

  • development: logs to stderr, debug draw on, unstripped binary.
  • release: -trimpath -s -w; debug { enabled=false }; the log goes to <profile>/logs/game.log; tracing only with --trace; missing asset references block the export.

Project fields

project version=1 {
  gameVersion="1.2.3"
  icon="branding/icon.png"
}

The icon must be a PNG of at least 16×16; 1024×1024 square is recommended.

Checks (D288)

Code Meaning Severity
EXP001 no start scene, or it is not an imported scene error
EXP002 scripts do not compile error
EXP003 an asset failed to import error
EXP004 an asset references a missing asset error in release, warning in development
EXP005 the icon is missing or not a PNG error
EXP006 duplicate .meta ids error
EXP007 a scene does not load error
EXP008 a scene uses a component no module registers warning

Asset validators (DATxxx and module validators) run as well. A blocked export exits with code 2.

Running the game

game [--data dir] [--profile name] [--windowed|--fullscreen] [--scene id|path]
     [--log file] [--trace file] [--replay file] [--headless --frames n] [--seed n]

Settings, saves, logs and crash bundles live in UserConfigDir/aego/<module>/profiles/<name>/, never next to the game.

Toolchains

The export needs Go and the SDL build for the target in .cache/native/<os>_<arch> of the engine tree.

From → to Setup
host make bootstrap
linux → windows CC=x86_64-w64-mingw32-gcc GOOS=windows make bootstrap, then aego export --target windows --cc x86_64-w64-mingw32-gcc, or zig cc -target x86_64-windows-gnu
linux → darwin osxcross: CC=o64-clang GOOS=darwin make bootstrap, --cc o64-clang
any → web Stage 9.5c

CC_<OS>_<ARCH> (for example CC_WINDOWS_AMD64) replaces --cc.

Not in v1

No .aepak, no pruning of unreferenced assets (every imported asset except presets is exported), no stripping of embedded engine resources, no web target, no installers or notarization.

Editor app on macOS

make editor-app builds .cache/Aego Editor.app with the native menu bar: File, Edit, Scene, Play, Assets, Window and Help move from the window into the system bar. Create stays in the Scene View "+" and the Hierarchy menu. Shortcuts are shown in the menu and still go to the editor, so text fields keep their own keys.