Export Window¶
The Export Window turns a Doriax project into something you can ship. It collects scene data, resources, scripts, generated C++ glue, engine runtime files, and compiled shaders — and, depending on the mode, also compiles the result into a ready-to-run build.

Opening the Export Window¶
Choose File → Export from the menu bar, or press the Export button in the toolbar.
Export modes¶
The window opens with three modes to choose from:
| Mode | Output | Use it when |
|---|---|---|
| Source Code | A self-contained buildable C++ project (engine source included) for Android, iOS, Web, Windows, macOS, and Linux | You want full control of the build, target mobile platforms, or integrate with CI |
| Desktop | A ready-to-run native executable for the machine you are on (Linux, Windows, or macOS) | You want a playable desktop build without touching a compiler |
| Web | HTML + JavaScript + WebAssembly via Emscripten | You want a browser build without running emcmake yourself |
Selecting a mode opens its settings screen; the Back button returns to the mode selection.
Desktop and Web run the Source Code pipeline internally: they generate the full
project into a build cache inside your project (.doriax/export/desktop or
.doriax/export/web), compile it there, and copy only the final artifacts to your
chosen destination folder.
Common settings¶
All modes share these settings:
| Setting | Meaning |
|---|---|
| Target / Destination Directory | Where the output goes. Source Code requires an empty directory; Desktop and Web overwrite existing files in the destination |
| Start Scene | Scene loaded when the exported game launches |
| Shaders | The shader variants compiled into the build (pre-filled from your scenes; add or remove entries as needed) |
The assets and Lua folders that ship with the build come from Project Settings, not from this window: stored references are relative to those directories, so exporting a different one would break every path in the scenes.
The shader list is populated automatically from every saved scene, including a live scan of the currently open scenes — so a component added since the last save (for example a shadow-casting 2D light) is already accounted for. Use Add if your game enables a feature only at runtime from scripts (say, turning on SSR) so its shaders ship too.
Source Code mode¶
Exactly the classic export: choose the graphic backends to include (OpenGL, OpenGL ES 3, Direct3D 11, Metal for macOS and iOS, Vulkan) — this decides which shader formats are compiled in — and get a buildable CMake project in the target directory.
The source builds for every supported operating system regardless of this choice; only the shaders are affected, so include every backend the project may eventually be built with. The backends your own machine can build are pre-selected. See Shader compilation for which target needs which backend.
Generated output structure¶
output/
├── CMakeLists.txt ← build system entry point
├── core/ libs/ platform/ renders/ workspaces/
│ ← engine runtime source (copied from the editor's SDK)
├── shaders/ ← compiled shader headers for the selected backends
└── project/
├── main.cpp ← generated startup entry point
├── *.cpp ← generated scene and bundle factory sources
├── assets/ ← contents of the project's assets directory
├── lua/ ← contents of the project's Lua directory
└── scripts/ ← your registered C++ scripts
Those three trees are filtered rather than mirrored, which matters when the assets and Lua
directories are left at their default <Project root> and all three come from the same
folder:
- C++ sources and headers only ever reach
scripts/, at their path relative to the project root — a script kept inscripts/CharacterController.cpptherefore exports asproject/scripts/scripts/CharacterController.cpp, which is the path the generatedscene_scripts.cppincludes it by. - Lua sources only reach
lua/, the rootlua://andrequireresolve against; they are not copied toassets/as well. A Lua file outside the Lua directory has no other home, so it still ships as an asset. - Data files a script may read through either prefix (
.json,.txt,.csv,.datand similar) are copied to both trees.
A folder appears in the export only when a file lands in it, so a folder holding nothing but scripts leaves no empty directory behind.
Build it afterwards with the appropriate platform toolchain.
Desktop mode¶
Builds a native executable for the operating system the editor is running on, using CMake and the compiler kit configured in Project Settings (or the system default toolchain when none is selected). The window shows the effective compiler and parallel job count; change them in Project Settings → Build.
Choose the Graphic Backend before exporting. The available choices follow the host operating system:
| Host | Backends |
|---|---|
| Linux | OpenGL (default), Vulkan |
| Windows | OpenGL (default), Vulkan, Direct3D 11 |
| macOS | Metal (default), OpenGL |
The exporter passes the selection to CMake and compiles only the shader format needed by that backend. Vulkan builds require the Vulkan development files or SDK to be available to the compiler. macOS has no Vulkan option because its only driver, MoltenVK, is missing an extension the renderer needs — see Vulkan backend.
The destination folder receives:
destination/
├── MyProject ← the executable (MyProject.exe on Windows)
├── assets/ ← runtime resources
├── lua/ ← runtime Lua scripts
├── icon.png ← (Linux, with a project icon set)
└── MyProject.desktop ← (Linux, with a project icon set)
Run the executable from that folder — it resolves assets/ and lua/ relative to its
working directory.
Application icon¶
Set a project icon in Project Settings → Window → Icon (square PNG, 256×256 or larger recommended) and desktop exports use it automatically:
- Windows — embedded into the executable (Explorer, taskbar, and window icon).
- Linux (X11) — window and taskbar icon at runtime. Executable files on Linux
cannot carry icons, so the export also ships
icon.pngand a ready-made.desktoplauncher entry; install it withcp MyProject.desktop ~/.local/share/applications/to get the icon in menus and docks — and on Wayland, where windows only receive icons through that entry. - macOS — dock icon at runtime.
Requirements
Desktop mode needs CMake and a C++ compiler installed. The window warns you with install instructions when either is missing. On macOS the Xcode generator is not supported for this mode (it produces an app bundle instead of a plain executable); use the default toolchain.
Web mode¶
Builds the project with Emscripten and copies MyProject.html, .js, .wasm, and
.data (the packed assets) to the destination. The Web graphic backend is fixed to
WebGL 2 (OpenGL ES 3).
The editor locates the Emscripten SDK automatically from the EMSDK environment
variable or emcmake on PATH. If neither is set, use Browse in the settings to
point at your emsdk folder once — the path is remembered in the editor settings across
projects. Auto returns to automatic detection. The status icon beside
Emscripten SDK shows whether detection succeeded; hover it to see where the SDK was
found or how to resolve a missing SDK.
Testing the build
Browsers do not load WebAssembly from file://. Serve the destination folder with
any local web server, for example:
See Building for HTML5 for Emscripten installation and advanced options such as thread support.
Build progress and cancellation¶
While exporting, the window shows each phase, a progress bar (driven by the compiler's own progress output during Desktop/Web builds), and the last build log line. The full log streams to the Output panel. Cancel stops the export and terminates the running compiler processes.
The build cache¶
Desktop and Web modes keep their generated project and CMake build tree inside your
project under .doriax/export/desktop and .doriax/export/web. The first export
compiles the whole engine and takes a while; subsequent exports only rebuild what
changed — typically just your scenes and scripts, finishing in seconds.
- Changing the graphics backend, compiler kit, generator, or Emscripten SDK wipes the cache's build tree automatically (CMake cannot switch these settings in place).
- The cache is safe to delete at any time; the next export simply starts from scratch.
- Keep
.doriax/out of version control.
Export phases¶
| Phase | Output |
|---|---|
| Scene factory generation | Generates a C++ factory function for each scene from its YAML |
| Bundle factory generation | Generates C++ factory functions for each bundle |
| 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 source and CMake/build files |
| Shader compilation | Translates shaders for the selected graphics backends |
| Configure & build (Desktop/Web) | Runs CMake and the compiler on the build cache |
| Collect artifacts (Desktop/Web) | Copies the executable or web files to the destination |
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 per graphics API, never per operating system. Desktop mode compiles only the format its Graphic Backend selection needs, Web uses WebGL 2, and Source Code mode compiles one format per backend you ticked:
| Backend | Shader language | File suffix |
|---|---|---|
| OpenGL | GLSL 4.10 | glsl410 |
| OpenGL ES 3 | GLSL ES 3.00 (also WebGL 2) | glsl300es |
| Direct3D 11 | HLSL 5 | hlsl5 |
| Metal (macOS) | MSL 2.1 | msl21macos |
| Metal (iOS) | MSL 2.1 | msl21ios |
| Vulkan | SPIR-V 1.0 | spirv10 |
Metal is the one backend split by operating system, because the cross-compiler emits different MSL for macOS and iOS.
Choosing backends¶
The runtime loads only the format matching the backend it was compiled with, so pick the backends by how the exported source will be built:
| Target | Backends to include |
|---|---|
| Linux | OpenGL, Vulkan |
| Windows | OpenGL, Direct3D 11, Vulkan |
| macOS | Metal (macOS), OpenGL |
| iOS | Metal (iOS) |
| Android, Web | OpenGL ES 3 |
Including a backend you never build with only costs export time and file size. Leaving one
out that you do build with makes the game report the shaders as missing at startup, with
the doriax-editor shaders command needed to generate them.
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, embedded into the build alongside the built-in ones. See Custom Shaders — Export and runtime.
Platform toolchains¶
Source Code exports are built afterwards 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 |
Desktop and Web modes run the Linux/Windows/macOS and Emscripten toolchains for you.
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 Source Code pipeline is available headlessly through the doriax-editor CLI, which
is ideal for build servers and CI/CD:
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. Source Code
export also writes engine capacity macros (MAX_SUBMESHES, MAX_BONES, and others)
from the largest values used in your scenes — see
Engine capacity macros.
Tips¶
- Keep export destinations and the
.doriax/folder out of version control. - Test exported builds on actual devices — some graphics, input, and memory behaviors differ between the editor's desktop preview and the target platform.
- If a shader is reported missing at runtime, re-export (the scene shader list refreshes automatically) or add the named shader manually with Add in the Shaders section.