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Export Window

The Export Window prepares a Doriax project for a target platform. It collects scene data, resources, scripts, generated C++ glue, engine runtime files, and compiled shaders into a self-contained buildable project directory.

Export window

Opening the Export Window

Choose File → Export from the menu bar, or press the Export button in the toolbar.

Export inputs

Input Source
Scenes Saved project scene YAML files
Bundles Reusable entity hierarchy files
Resources Asset folders (textures, models, audio, fonts)
Lua scripts Project Lua script files
C++ scripts Project source files and editor-generated glue code
Shaders Shader builder output and platform backend settings
Platform settings Target platform, output directory, build options

Export steps

  1. Open the Export Window and select a target platform.
  2. Review the included asset folders and script paths.
  3. Choose a build output directory (outside the source project).
  4. Click Export.

The exporter runs through the following phases:

Phase Output
Scene serialization Converts scene YAML to runtime-loadable data
Bundle factory generation Generates C++ factory functions for each bundle
Shader compilation Translates shaders for the selected graphics backend
Asset packaging Copies and organizes resource files
Startup code generation Generates main.cpp / entry point with scene registration
Engine template copy Copies the runtime engine library and CMake/build files

Generated output structure

output/
├── assets/          ← copied and processed resources
├── shaders/         ← compiled shader data for the target backend
├── src/
│   ├── main.cpp     ← generated startup entry point
│   ├── scenes/      ← generated scene factory C++ files
│   └── bundles/     ← generated bundle factory C++ files
├── CMakeLists.txt   ← build system entry point
└── ...              ← platform-specific files

Generated scene data

Meshes backed by a model file keep their geometry in the exported asset and load it at runtime. Terrain meshes with a configured heightmap also rebuild their runtime buffers from TerrainComponent settings and the exported heightmap. Other meshes without a runtime geometry source, including geometry created directly in the editor, embed their vertex and index buffers in the generated scene or bundle C++ as read-only static data. The scene factory copies those bytes into the runtime buffers without placing the full geometry blob on the thread stack.

Generated factories also construct large fixed-capacity components, such as mesh, tilemap, and 3D physics body data, in temporary heap storage before inserting them into the ECS. This prevents those payloads from inflating the scene factory's stack frame.

Large inline meshes still increase the generated source size, executable size, and C++ compile time. Prefer a GLTF or OBJ asset for multi-megabyte geometry that does not need to be stored directly in the scene.

Shader compilation

The shader builder translates shader source for the selected graphics backend. Supported backends:

Backend Platforms
OpenGL / GLSL Windows, Linux, macOS
OpenGL ES 3 / ESSL Android, web
Metal / MSL iOS, macOS
Direct3D 11 / HLSL Windows
WebGL / GLSL ES HTML5 / Emscripten
Vulkan / SPIR-V Windows, Linux

If shader compilation fails, the Output panel reports the shader name, stage, backend, and the compiler error. Fix the shader source and re-export.

Custom (forked) shaders are compiled and shipped through this same pipeline — the Header output embeds them into the build, while the .sdat/JSON output writes them to the project's Shaders Directory. See Custom Shaders — Export and runtime.

Platform toolchains

After export, build the generated project with the appropriate native toolchain:

Target platform Toolchain Notes
Windows CMake + MSVC or MinGW Requires CMake 3.16+, Windows SDK
Linux CMake + GCC or Clang Requires X11 or Wayland dev libraries
macOS CMake + Xcode or CLang Requires Xcode command-line tools
Android Gradle + Android NDK Requires Android Studio or SDK command-line tools
iOS Xcode workspace Requires a Mac with Xcode
HTML5 / Web Emscripten Requires emcmake cmake

VSync in desktop exports

The project-level VSync option is written into exported desktop CMake projects. With VSync disabled, Linux GLFW, Windows/Linux Sokol OpenGL, and Windows Direct3D 11 builds use swap interval 0. Vulkan builds prefer Immediate presentation, use Mailbox when Immediate is unavailable, and fall back to the always-supported FIFO mode when required by the driver or surface.

macOS Metal currently has no uncapped application-loop path in Doriax. Metal exports therefore remain synchronized and emit a CMake warning when project VSync is disabled. See Project Workflow — VSync for the full behavior table.

Window settings in desktop exports

The project-level Window settings (mode, size, resizable, title) are written into exported desktop CMake projects the same way. Linux GLFW builds honor all of them. Windows and macOS Sokol builds honor the size, title, and fullscreen mode, but have no maximized or non-resizable window support. Web, Android, and iOS exports ignore window settings entirely — the game always fills the browser canvas or the device screen. See Project Workflow — Window for the full behavior table.

Exporting from the command line

The same export pipeline is available headlessly through the doriax-editor CLI, which is ideal for build servers and CI/CD:

doriax-editor export --project ./MyGame --out ./build/MyGame --platform "linux,web"

See Command-Line Tools for the full export and shaders reference.

Build options

See Build Options for a full list of CMake flags and compile-time defines you can set to control engine features in the export.

Tips

  • Keep the export output directory separate from your source project so version control does not track generated files.
  • Export a clean build before submitting to an app store or sharing a release build.
  • Use the Development export mode while iterating; switch to Release for final builds (enables optimizations, strips debug symbols).
  • Test exported builds on actual devices — some graphics, input, and memory behaviors differ between the editor's desktop preview and the target platform.