raylib-wasm 0.0.8

raylib native/wasm bindings
Documentation

raylib-wasm

  • Library lets you run your raylib games in your browser and on your machine with NO CHANGES in your code.

  • We don't use any emscripten's and shit, only pure Rust and pure JavaScript, no dependencies (you only need to have wasm and raylib installed).

  • You just need to setup your project properly and start the game development!

  • You can see a great example of using this library here: https://github.com/rakivo/rust-raylib-hotreload-wasm-template. This is a template, so you can start a new repo. with it.

Cons

Of course not all raylib functions are supported in browser atm, but if anyone is interested in this library, you can make a pull request, so I can see if I need to continue work on this peace of Software.

A process of porting a function from native to wasm

First, you need to check, if the function any structs, or it should be reimplemented manually in JS, because it can't work properly in browser as it does natively, do that:

  • Go to fns.rs, find original function and add _ to the end of its name if feature="web", example:
extern "C" {
    #[cfg(not(feature = "web"))]
    pub fn SetTargetFPS(fps: ::std::os::raw::c_int);

    #[cfg(feature = "web")]
    pub fn SetTargetFPS_(fps: ::std::os::raw::c_int);
}
  • If the function accepts any structs, you need to pass these structs via their address in memory, example:
pub unsafe fn DrawRectangleRec(rec: Rectangle, color: Color) {
    DrawRectangleRec_(std::ptr::addr_of!(rec), std::ptr::addr_of!(color));
}

Make this change in web_fns.rs

  • Then, go to raylib.js, find the WebAssembly.instantiateStreaming(fetch(WASM_PATH), {... line, and implement your function in JS there, pretty self-explanatory from now on.