6.1 KiB
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]|web --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 | nothing beyond Go: the build is GOOS=js GOARCH=wasm without cgo |
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 installers or notarization.
Web (D295)
aego export --target web builds the same runtime for js/wasm and writes a folder that any static server can host:
| File | Content |
|---|---|
index.html |
a full-window canvas, the loader with progress and errors, a fullscreen button |
loader.js |
fetches data/files.json, then game.wasm, the manifest and every artifact (six at a time), and starts the game |
wasm_exec.js |
the Go WebAssembly support script of the toolchain that built the game, its license in licenses/Go.txt |
game.wasm |
cmd/aego-runtime with -tags aego_runtime; release adds -trimpath -s -w |
data/ |
manifest.aetext, artifacts/ and files.json with every file and its size |
export.aetext |
as for desktop targets, plus binaryGzip |
Every file that compresses by more than 10% gets a .gz copy next to it, and a .br copy when brotli is in PATH; serve them with gzip_static/brotli_static or the equivalent, and serve .wasm as application/wasm. Artifacts are named by content hash and can be cached forever; index.html, game.wasm, the manifest and files.json carry the export hash in their query strings.
The game reads its data from memory: the loader hands the bytes to the runtime, which mounts them with vfs/memfs after checking every file against the manifest. Settings and saves go to localStorage through platform.UserFiles() (a few MB per site, writes past the quota fail with an error); there are no log files and no crash bundles, the log goes to the browser console. Fullscreen and pointer lock need a click or key press first. URL parameters ?scene=, ?seed=, ?profile= and ?debug=1 replace the command-line flags.
Checks: EXP010 warns about an asset kind the web runtime cannot load (none yet), EXP011 warns that a native module must build without cgo. The target budget is 8 MB gzip for game.wasm; make site exports the platformer to site/demo/ and fails above it.
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.