Every Fyrox game is just a plugin for both the engine and the editor, such approach allows you to run your game from the editor and be able to edit game entities in it. Your game can define any number of scripts, which can be assigned to scene objects to run custom game logic on them. In this chapter you'll learn basics of plugins and scripting system, also you'll learn how to run the editor.
Fyrox plugins are static, this means that you must re-compile your game or editor if you change source code of your game,
such architecture requires some boilerplate code that is generic for every game. Fyrox offers special tiny tool -
fyrox-template - it helps you to generate all boilerplate parts in a single command. Install it using the following
cargo install fyrox-template
For Linux, you may need to specify installation directory explicitly, because
cargo puts binaries into
which may not be in
PATH. You can either register the previous path in
PATH environment variable, or directly
specify the location that is already in path:
cargo install fyrox-template --root /usr/bin
Navigate to a folder where you want the project to be created and do the following command:
fyrox-template init --name my_game --style 3d
The tool accepts two arguments - a project name (
--name) and a style (
--style) which defines the contents of default
scene. Once you initialized your project, go to
game/src/lib.rs - it is where your game logic is located, as you can
fyrox-template generated quite some code for you. There are tiny comments about which place is for what. For
more info about each method, please refer to the docs.
After the project is generated, you should memorize two commands that will help you to run your game in different modes:
cargo run --package editor --release- launches the editor with your game attached, the editor allows you to run your game from it and edit game entities. It is intended to be used only for development.
cargo run --package executor --release- creates and runs the production binary of your game that can be shipped (for example - to a store).
Navigate to your project's directory and run
cargo run --package editor --release, after some time you should see the
In the editor you can start making your game scene. Important note: your scene must have at least one camera, otherwise you won't see anything. Read the next chapter to learn how to use the editor.
Any object-specific game logic should be added using scripts. Script is a "container" for data and code, that will be executed by the engine. Read Scripts chapter to learn how to create, edit, and use scripts in your game