Linux 上必须先安装 X11、OpenGL 和 ALSA 开发包,否则编译失败;WASM 构建需先执行 rustup target add wasm32-unknown-unknown,并自备 HTML 加载器与静态服务器;main 函数需写成 async 并用 #[macroquad::main] 标注,否则主循环无法跨平台运行
cargo init --bin
# 在 Cargo.toml 中加入 macroquad = "0.4"
cargo runREADME 未说明显存或 GPU 型号要求;Linux 需安装 libx11、libxi、libgl1-mesa、libasound2 等系统依赖,Windows 的 MSVC 和 GNU 目标均无需额外依赖。
Rust 跨平台游戏引擎,一套代码跑 PC、Web、Android 和 iOS
用 Rust 写的跨平台轻量游戏引擎,一套代码就能编译到 Android、iOS、WebAssembly 和桌面端,适合快速做 2D 小游戏和原型。
核心能力
- 同一份代码跨平台运行,无需平台相关宏定义
- 2D 渲染自动做几何批处理
- 内置即时模式 UI 库
- 依赖极少,cargo clean 后约 16 秒构建完成
- 一条命令即可部署到 WASM 和 Android
容易踩的坑
暂无 release 数据(可能没有发版,或尚未同步)。
用户点评
登录用户的真实使用记录,可按版本和硬件筛选还没有人点评。第一个说出真实体验的人最有价值。
macroquad
macroquad is a simple and easy to use game library for Rust programming language, heavily inspired by raylib.
Features
- Same code for all supported platforms, no platform dependent defines required.
- Efficient 2D rendering with automatic geometry batching.
- Minimal amount of dependencies: build after
cargo cleantakes only 16s on x230(~6 years old laptop). - Immediate mode UI library included.
- Single command deploy for both WASM and Android.
Supported Platforms
- PC: Windows/Linux/macOS;
- HTML5;
- Android;
- IOS.
Build Instructions
Setting Up a Macroquad Project
Macroquad is a normal rust dependency, therefore an empty macroquad project may be created with:
# Create empty cargo project
cargo init --bin
Add macroquad as a dependency to Cargo.toml:
[dependencies]
macroquad = "0.4"
Put some macroquad code in src/main.rs:
use macroquad::prelude::*;
#[macroquad::main("BasicShapes")]
async fn main() {
loop {
clear_background(RED);
draw_line(40.0, 40.0, 100.0, 200.0, 15.0, BLUE);
draw_rectangle(screen_width() / 2.0 - 60.0, 100.0, 120.0, 60.0, GREEN);
draw_circle(screen_width() - 30.0, screen_height() - 30.0, 15.0, YELLOW);
draw_text("IT WORKS!", 20.0, 20.0, 30.0, DARKGRAY);
next_frame().await
}
}
And to run it natively:
cargo run
For more examples take a look at Macroquad examples folder
Linux
# ubuntu system dependencies
apt install pkg-config libx11-dev libxi-dev libgl1-mesa-dev libasound2-dev
# fedora system dependencies
dnf install libX11-devel libXi-devel mesa-libGL-devel alsa-lib-devel
# arch linux system dependencies
pacman -S pkg-config libx11 libxi mesa-libgl alsa-lib
Windows
On windows both MSVC and GNU target are supported, no additional dependencies required.
Also cross-compilation to windows from linux is supported:
rustup target add x86_64-pc-windows-gnu
cargo run --target x86_64-pc-windows-gnu
WASM
rustup target add wasm32-unknown-unknown
cargo build --target wasm32-unknown-unknown
This will produce .wasm file in target/wasm32-unknown-unknown/debug/CRATENAME.wasm or in target/wasm32-unknown-unknown/release/CRATENAME.wasm if built with --release.
And then use the following .html to load it:
<html lang="en">
<head>
<meta charset="utf-8">
<title>TITLE</title>
<style>
html,
body,
canvas {
margin: 0px;
padding: 0px;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
background: black;
z-index: 0;
}
</style>
</head>
<body>
<canvas id="glcanvas" tabindex='1'></canvas>
<!-- Minified and statically hosted version of https://github.com/not-fl3/macroquad/blob/master/js/mq_js_bundle.js -->
<script src="https://not-fl3.github.io/miniquad-samples/mq_js_bundle.js"></script>
<script>load("CRATENAME.wasm");</script> <!-- Your compiled wasm file -->
</body>
</html>
One of the ways to server static .wasm and .html:
cargo install basic-http-server
basic-http-server .
IOS
To run on the simulator:
mkdir MyGame.app
cargo build --target x86_64-apple-ios --release
cp target/x86_64-apple-ios/release/mygame MyGame.app
# only if the game have any assets
cp -r assets MyGame.app
cat > MyGame.app/Info.plist << EOF
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleExecutable</key>
<string>mygame</string>
<key>CFBundleIdentifier</key>
<string>com.mygame</string>
<key>CFBundleName</key>
<string>mygame</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
</dict>
</plist>
EOF
xcrun simctl install booted MyGame.app/
xcrun simctl launch booted com.mygame
For details and instructions on provisioning for real iphone, check https://macroquad.rs/articles/ios/
[profile.dev.package.'*']
opt-level = 3
async/await
While macroquad attempts to use as few Rust-specific concepts as possible, .await in all examples looks a bit scary.
Rust's async/await is used to solve just one problem - cross platform main loop organization.
The problem: on WASM and android it's not really easy to organize the main loop like this:
fn main() {
// do some initialization
// start main loop
loop {
// handle input
// update logic
// draw frame
}
}
It is fixable on Android with threads, but on web there is not way to "pause" and "resume" WASM execution, so no WASM code should block ever. While that loop is blocking for the entire game execution! The C++ solution for that problem: https://kripken.github.io/blog/wasm/2019/07/16/asyncify.html
But in Rust we have async/await. Rust's futures are basically continuations - future's stack may be stored into a variable to pause/resume execution of future's code at a later point.
async/await support in macroquad comes without any external dependencies - no runtime, no executors and futures-rs is not involved. It's just a way to preserve main's stack on WASM and keep the code cross platform without any WASM-specific main loop.
Community
- Quads Discord server - a place to chat with the library's devs and other community members.
- Awesome Quads - a curated list of links to miniquad/macroquad-related code & resources.
Platinum sponsors
Macroquad is supported by: