Use this guide when you want to run the game outside the editor or prepare a build for distribution.
Come here for:
.fproject)Use this while iterating on a project from source or local build outputs.
dotnet run --project src/FrinkyEngine.Runtime -- path/to/MyGame.fproject
This mode:
.fprojectassetsPath, defaultScene, and gameAssemblyproject_settings.json.fasset)Use this for packaged distribution.
The runtime looks for a .fasset file next to the executable, extracts it to a temp folder, loads assets and shaders, then runs the packaged startup scene.
Use File -> Export Game... or Ctrl+Shift+E.
The export flow:
Release.fasset<OutputName>.exe and <OutputName>.fassetOutputName and BuildVersion come from project_settings.json.
Before exporting:
project_settings.json has the output name you wantAfter exporting, check all of these:
.fasset archive exists beside itIf the runtime fails immediately, first make sure there is a .fasset file beside the executable. The exporter writes matching names by convention, but the runtime looks for the first .fasset next to the executable rather than enforcing a name match.
package-game.bat.\package-game.bat path\to\Game.fproject [outDir] [rid]
Use this when you want a scripted packaging path outside the editor.
What it currently copies:
.fprojectAssets/ folderScenes/ folder if one existsIt does not currently copy project_settings.json, so packaged dev-mode runs from this script can fall back to default runtime settings.
release-local.bat.\release-local.bat v0.1.0
Use this when you want local release artifacts and versioned zip outputs from the repository itself.
Available in both standalone runtime and editor play/simulate mode:
Common console use:
help to list commands and CVarsr_postprocess 0 or 1 to toggle post-processing