An OpenGL-Powered Android Game Engine in Rust (OpenGL ES 2.0+)
It aims to ease game development on Android platforms, focusing on ensuring compatibility, even for older device architectures.
The engine supports OpenGL ES 2.0 graphics API, allowing compatibility with a broad range of Android devices, even those with older hardware.
Moreover, The process for bundling .apk
for Android shipment has been significantly untangled.
Fundamentally, using two files is the ideal approach for using the engine. Primary file lib.rs
soley used for running the window on Android and building a shared object (*.so).
Secondary file main.rs
solely used for testing purposes on the host machine. Both of these files need to be in the src
directory.
For both of these files to co-exist, the following needs to be in Cargo.toml
:
[lib]
# Causes the production of a dynamic system library
crate-type = ["cdylib"]
[[bin]]
name = "test"
path = "src/main.rs"
Both files will have their own respectable structure:
- Structure for
lib.rs
:
#![cfg(target_os = "android")]
at the 1st line of the file, and the #[no_mangle]
attribute before the android_main
function. They NEED to exist, otherwise you'll run to errors and crashes for compliation and building, respectively.
#![cfg(target_os = "android")]
use trs_24::{android_logger, overture::*};
#[no_mangle]
pub fn android_main(app: AndroidApp) {
android_logger::init_once(android_logger::Config::default());
// Creates an event loop for android platforms only.
let event_loop = EventLoopBuilder::new().with_android_app(app).build();
// The rest of your code here...
// 99% of the time, this is the place for the content of the
// main function in main.rs, excluding the event_loop definition
}
- Structure for
main.rs
:
use trs_24::overture::*;
pub fn main() {
// Creates an event loop for non-android platforms only.
let event_loop = EventLoopBuilder::new().build();
// The rest of your code here...
}
ℹ️ To try and view a fully complete example, clone the repository and head to the example
directory.