6 releases
0.0.11 | Oct 8, 2024 |
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0.0.10 | Oct 8, 2024 |
#427 in Game dev
151 downloads per month
170KB
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SLoC
raylib-wasm
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Library lets you run your raylib games in your browser and on your machine with NO CHANGES in your code.
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We don't use any emscripten's and shit, only pure Rust and pure JavaScript, no dependencies (you only need to have wasm and raylib installed).
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You just need to setup your project properly and start your game development!
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You can see a great example of using this library here: https://github.com/rakivo/rust-raylib-hotreload-wasm-template. This is a template, so you can start a new repo. with it.
Cons
Of course not all raylib functions are supported in browser atm, but if anyone is interested in this library, you can make a pull request, so I can see if I need to continue work on this peace of Software.
A process of porting a function from native to JS
First, you need to check, if the function any structs, or it should be reimplemented manually in
JS
, because it can't work properly in browser as it does natively, do that:
- Go to
fns.rs
, find original function and add_
to the end of its name iffeature="web"
, example:
extern "C" {
#[cfg(not(feature = "web"))]
pub fn ClearBackground(color: Color);
#[cfg(feature = "web")]
pub fn ClearBackground_(color: Color);
}
- If the function accepts any structs, you need to pass these structs via their address in memory, do that in
web_fns.rs
example:
pub unsafe fn DrawRectangleRec(rec: Rectangle, color: Color) {
DrawRectangleRec_(std::ptr::addr_of!(rec), std::ptr::addr_of!(color));
}
- Then, go to
raylib.js
, find theWebAssembly.instantiateStreaming(fetch(WASM_PATH), {...
line, and implement your function inJS
there. But keep in mind, if you added an_
to the end of your function in Rust, you need to add it to the end inJS
as well, example:
WebAssembly.instantiateStreaming(fetch(WASM_PATH), {
"env": make_environment({
...
DrawRectangleRec_: (rec_ptr, color_ptr) => {
const buffer = wf.memory.buffer;
const [x, y, w, h] = new Float32Array(buffer, rec_ptr, 4);
const color = getColorFromMemory(buffer, color_ptr);
ctx.fillStyle = color;
ctx.fillRect(x, y, w, h);
},
...
})
}