Crates.io | ftw |
lib.rs | ftw |
version | 0.15.0 |
source | src |
created_at | 2021-01-07 13:56:29.202598 |
updated_at | 2023-11-06 13:47:23.850334 |
description | A CLI tool to manage your godot-rust projects! |
homepage | |
repository | https://github.com/macalimlim/ftw |
max_upload_size | |
id | 333718 |
size | 257,098 |
A CLI tool to manage your godot-rust project!
This is a tool to help you manage your game project by providing commands to (1) create a project, (2) create a class, (3) create a singleton class, (4) build the library, (5) export your game, (6) run your project (and more to come in the future!). Its like rails but for game development :wink:.
It leverages tools like godot, godot-headless, godot-server and docker (Optional, only used for cross compilation. See below) to make it all work! In Linux, you can install all godot, godot-headless and godot-server, on others only godot. For additional setup instructions, check the wiki of the default template.
$ cargo install ftw # to install
$ cargo install --force ftw # to upgrade ftw
$ ftw new my-awesome-game # this creates a new project using the default template
$ ftw new my-awesome-game default # same as above
$ ftw new my-awesome-game /path/to/custom/template # creates a new project using a custom template
$ ftw new my-awesome-game default v1.2.0 # creates a new project with the default template using a specified tag
Note: The custom template should have same structure as the default template. Using a tag assumes you have created tags in your template repository, just like here
$ ftw class MyHero # creates a class called `MyHero` that is deriving from `Node` as default
$ ftw class MyHero Area2D # creates a class that derives from `Area2D`
Note: This creates the following files
rust/src/my_hero.rs
,godot/scenes/MyHero.tscn
andgodot/native/MyHero.gdns
then adds the class insiderust/src/lib.rs
. A complete list of node types can be found here
$ ftw class MyButtonTool Button # creates a tool class called `MyButtonTool` that is deriving from `Button`
Note: Same as creating a regular class and also take note of having
Tool
at the end of the class name as a convention
$ ftw class heros/marvel/avengers/IronMan Area2D # creates a class that derives from `Area2D`
Note: This creates the following files
rust/src/heros/marvel/avengers/iron_man.rs
,godot/scenes/heros/marvel/avengers/IronMan.tscn
,godot/native/heros/marvel/avengers/IronMan.gdns
andmod.rs
files in each subfolder inrust/src
then adds the class insiderust/src/lib.rs
$ ftw singleton MySingleton # creates a class called `MySingleton` that derives from `Node`
Note: This creates the following
rust/src/my_singleton.rs
andgodot/native/MySingleton.gdns
then adds the class insiderust/src/lib.rs
ftw class
command$ ftw singleton network/Network # creates a class called `Network` that derives from `Node`
$ ftw build # builds the library for your current platform as target using `debug` as default
$ ftw build linux-x86_64 # builds the library for the `linux-x86_64` platform using `debug` as default
$ ftw build linux-x86_64 debug # same as above
$ ftw build linux-x86_64 release # builds the library for the `linux-x86_64` platform using `release`
$ ftw build linux-x86_64,macos-x86_64,macos-aarch64,windows-x86_64-gnu # this assumes cross compilation is enabled (see below)
Note: The built libraries (*.so, *.dll, *.dylib, etc.) can be found inside the
lib/
folder
$ ftw export # exports the game for your current platform as target using `debug` as default
$ ftw export linux-x86_64 # exports the game for the `linux-x86_64` platform using `debug` as default
$ ftw export linux-x86_64 debug # same as above
$ ftw export linux-x86_64 release # exports the game for the `linux-x86_64` platform using `release`
$ ftw export linux-x86_64,macos-x86_64,macos-aarch64,windows-x86_64-gnu # this assumes cross compilation is enabled (see below)
Note: The exported games can be found inside the
bin/
folder. Before exporting an Android game, create the keystores first (if you have not created them and configured your editor/export settings) with 'cargo make create-debug-keystore' and/or 'cargo make create-release-keystore'. Before exporting Windows games, execute 'cargo make switch-gdnlib-msvc-to-gnu-entry' if you plan to export gnu targets, and execute 'cargo make switch-gdnlib-gnu-to-msvc-entry' if you plan to export msvc targets
debug
then runs your game$ ftw run # runs the game on desktop
$ ftw run desktop # same as above
$ ftw run server # runs the game as a server
# enjoy! 😆
cargo clean
$ ftw clean
You can create a per-project
configuration file at your project root named .ftw
with the following contents...
If you have custom executables to run godot, for example if you have a shell/batch script which do some stuff first before running godot, you can configure using the following inside your project...
[ftw]
godot-exe=/path/to/custom/godot-script
godot-headless-exe=/path/to/custom/godot-headless-script
godot-server-exe=godot-server-script # assuming it's on $PATH
Note: Having the
.ftw
file and the keys inside it are all optional. If you don't provide them, the defaults (godot, godot-headless and godot-server) will be used. For Windows users use forward-slashes instead of back-slashes (e.g. godot-exe=D:/path/to/godot/bin/godot.windows.tools.64.exe)
You can also enable cross compilation, so you could build and export a game from and to any platform. It uses this docker image to set up Linux, Android, Mac, iOS and Windows toolchains (WebAssembly toolchains to follow). Please read this section to know what is currently supported.
[ftw]
enable-cross-compilation=true
(Let's say) On your Linux machine
$ ftw build windows-x86_64-gnu
$ ftw export windows-x86_64-gnu
Michael Angelo Calimlim <macalimlim@gmail.com>