- Readme (zh/en): make "download prebuilt SDK, no build" the primary path for game developers; move build-from-source content under an engine-developers section. - Rewrite docs/usr/README.md: download/run, capabilities, debugging, packaging, and a "things to keep in mind" section. - Unify wording in MODULES/TRIMMING/dev docs and the SDK README. - Replace the JS treeview with a plain-HTML static sidebar (home, user guide, module handbook grouped into 5 categories, API indexes) so docs navigate without JavaScript. - Add a Doxygen landing page and page-hierarchy wrappers generated by docs/CMakeLists.txt; tune Doxyfile for the static layout.
EVEngine target-platform SDK
Each install prefix is an independent SDK for one publish target
(win32 / linux / macosx / android / ios).
You do not need to build the engine to use this SDK: download the matching
eve-sdk-<platform>-<version>.zip from the official release page,
unzip it, and run bin/eve directly. It is used on a dev machine to create a
game that ships to that target. It is not meant to be “installed and run” on a
phone or as a universal multi-platform kit.
Layout
bin/— host runtime (eve/eve.exe/ iOS.app) when applicablelib/— Androidlibmain.so+ packaging.sos; macOS runtime dylibs; Windowseve.libfor pluginsinclude/eve/— public headers for native plugins (not needed for script-only games)cmake/—find_package(EVEngine)+add_eve_plugin()(not needed for script-only games)platform/— this target only packaging template (e.g. the Android APK project)share/eve/—VERSION,TARGET_PLATFORM, runnableexamples/basic,licenses/
share/eve/TARGET_PLATFORM must match the SDK directory name.
Quick start (script-only game, no compilation)
bin/eve -v # verify the runtime works
bin/eve run share/eve/examples/basic # run the bundled example
bin/eve create mygame # scaffold a game (config.nut + main.nut)
bin/eve run mygame # run it (hot reload is on by default)
bin/eve zip mygame # compress into mygame.eve
bin/eve package mygame -o out --sdk <this-sdk-root> # runnable game folder
The runtime needs a Vulkan driver (Windows/macOS/Linux desktop; macOS uses the
bundled MoltenVK). No compiler, CMake, or Vulkan SDK is required for script-only
development. The full user guide lives at docs/usr/README.md in the source
repository and in the online docs.
Install (from engine source tree)
This section is only for engine developers who build the SDK themselves:
cmake --install build/macosx-debug --prefix dist/eve-sdk/macosx-debug
cmake --install build/android-debug --prefix dist/eve-sdk/android-debug
Or: make sdk/macosx-debug / make sdk/android-debug.
Do not install multiple platforms into the same prefix.
Native plugin
Only needed when you want to extend the engine with C++ code. The plugin must be built against the same platform and version of the SDK:
find_package(EVEngine REQUIRED PATHS /path/to/eve-sdk/macosx-debug)
add_eve_plugin(myplugin SOURCES myplugin.cpp)
Export eve_plugin_init (see examples/native-plugin). From Squirrel:
local plugins = eve.Plugins();
plugins.load("./myplugin.dylib"); // or .so / .dll
Android packaging sketch
- Copy SDK
lib/libmain.so,libSDL2.so,libc++_shared.sointo the templatejniLibs/<abi>/. - Copy game scripts into
assets/game/. - Build the Gradle project under
platform/apk/.