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bmcszk/agent-skills/skills/ebiten/deployment/SKILL.md

Ebitengine cross-platform deployment: desktop, WebAssembly, mobile (iOS/Android), Steam, Nintendo Switch.

Skill1 starsChanged 10 days ago
  • Installs packages

What's in it

  1. Deployment
  2. Supported Platforms
  3. Desktop Build
  4. Basic Build
  5. CGO Dependencies
  6. Linux Dependencies
  7. Windows Cross-Compile from Linux
  8. macOS Cross-Compile
  9. WebAssembly
  10. Build
  11. HTML Shell
  12. wasmserve for Development
  13. WASM Considerations
  14. Optimize WASM Binary
  15. Android
  16. Setup
  17. Build
  18. Requirements
  19. Integration with Android Project
  20. iOS
  21. Setup
  22. Build
  23. Requirements
  24. Integration with Xcode Project
  25. Mobile Input Considerations
  26. Touch Controls Pattern
  27. Steam Integration
  28. Build Optimization
  29. Binary Size
  30. Embed Assets
---
name: deployment
description: 'Ebitengine cross-platform deployment: desktop, WebAssembly, mobile (iOS/Android), Steam, Nintendo Switch.'
metadata:
  risk: none
  source: official
  date_added: '2026-05-12'
---
# Deployment

> Cross-platform builds for Ebitengine games: desktop, web, mobile, consoles.

---

## Supported Platforms

| Platform | Status | Backend |
|----------|--------|---------|
| Windows | Stable | DirectX (default), OpenGL |
| macOS | Stable | Metal (default), OpenGL |
| Linux | Stable | OpenGL |
| WebAssembly | Stable | WebGL |
| Android | Stable | OpenGL ES |
| iOS | Stable | Metal |
| Nintendo Switch | Available via paid license | Proprietary |

---

## Desktop Build

### Basic Build

```bash
# Build for current platform
go build -o game .

# Windows
GOOS=windows GOARCH=amd64 go build -o game.exe .

# macOS
GOOS=darwin GOARCH=amd64 go build -o game .
GOOS=darwin GOARCH=arm64 go build -o game .

# Linux
GOOS=linux GOARCH=amd64 go build -o game .
```

### CGO Dependencies

Ebitengine uses CGO on some platforms:

| Platform | CGO Required | Notes |
|----------|-------------|-------|
| Windows | No | Pure Go with DirectX |
| macOS | Yes | Needs Xcode/Clang |
| Linux | Yes | Needs `gcc`, `libgl1-mesa-dev`, `libxcursor-dev`, `libxrandr-dev`, `libxinerama-dev`, `libxi-dev`, `libxxf86vm-dev`, `libc6-dev` |

### Linux Dependencies

```bash
# Debian/Ubuntu
sudo apt-get install libc6-dev libgl1-mesa-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxxf86vm-dev libasound2-dev pkg-config

# Fedora
sudo dnf install mesa-libGL-devel libXcursor-devel libXrandr-devel libXinerama-devel libXi-devel libXxf86vm-devel alsa-lib-devel pkgconfig

# Arch
sudo pacman -S mesa libxcursor libxrandr libxinerama libxi libxxf86vm alsa-lib pkg-config
```

### Windows Cross-Compile from Linux

```bash
GOOS=windows GOARCH=amd64 CGO_ENABLED=1 CC=x86_64-w64-mingw32-gcc go build -o game.exe .
```

### macOS Cross-Compile

Cross-compiling macOS binaries from Linux requires osxcross or similar toolchain. Alternatively, build on macOS directly or use CI.

---

## WebAssembly

### Build

```bash
GOOS=js GOARCH=wasm go build -o game.wasm .
```

### HTML Shell

Create an HTML file to load the WASM module:

```html
<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>My Game</title>
    <style>
        body { margin: 0; background: #000; }
        canvas { display: block; margin: auto; }
    </style>
</head>
<body>
    <canvas id="game"></canvas>
    <script src="wasm_exec.js"></script>
    <script>
        const go = new Go();
        WebAssembly.instantiateStreaming(
            fetch("game.wasm"), go.importObject
        ).then(result => {
            go.run(result.instance);
        });
    </script>
</body>
</html>
```

Copy `wasm_exec.js` from your Go installation:

```bash
cp "$(go env GOROOT)/misc/wasm/wasm_exec.js" .
```

### wasmserve for Development

```bash
go install github.com/hajimehoshi/wasmserve@latest
wasmserve -http=:8080 .
```

### WASM Considerations

| Aspect | Detail |
|--------|--------|
| Audio | Limited to specific formats; no MP3 in some browsers |
| File system | No direct file access; use `embed.FS` or HTTP fetch |
| Performance | 30-60% of native; heavy shaders may struggle |
| Binary size | Can be large; use `-ldflags="-s -w"` to reduce |
| Gamepad | Supported via standard gamepad API |
| Touch | Supported via touch events |
| Fullscreen | Limited browser support |
| Save data | Use `gdata` library or `localStorage` |

### Optimize WASM Binary

```bash
# Strip debug info
GOOS=js GOARCH=wasm go build -ldflags="-s -w" -o game.wasm .

# Further compress with gzip
gzip -9 -c game.wasm > game.wasm.gz
```

Serve with `Content-Encoding: gzip` for automatic decompression.

---

## Android

### Setup

```bash
# Install ebitenmobile tool
go install github.com/hajimehoshi/ebiten/v2/cmd/ebitenmobile@latest
```

### Build

```bash
# Generate Android library
ebitenmobile bind -target android -o game.aar .

# For use in Android Studio project
```

### Requirements

| Requirement | Detail |
|-------------|--------|
| Android SDK | API level 16+ |
| NDK | Latest recommended |
| Go version | 1.21+ |
| minSdkVersion | 16 |

### Integration with Android Project

1. Run `ebitenmobile bind -target android -o game.aar .`
2. Copy `game.aar` into Android Studio project's `libs/` directory
3. Add to `build.gradle`: `implementation files('libs/game.aar')`
4. Create an `Activity` that launches the Ebiten game view

---

## iOS

### Setup

```bash
go install github.com/hajimehoshi/ebiten/v2/cmd/ebitenmobile@latest
```

### Build

```bash
# Generate iOS framework
ebitenmobile bind -target ios -o Game.xcframework .

# For use in Xcode project
```

### Requirements

| Requirement | Detail |
|-------------|--------|
| Xcode | 14+ |
| macOS | Required for build |
| Go version | 1.21+ |
| Deployment target | iOS 13+ |

### Integration with Xcode Project

1. Run `ebitenmobile bind -target ios -o Game.xcframework .`
2. Drag `Game.xcframework` into Xcode project
3. Create a `UIViewController` that presents the Ebiten view

---

## Mobile Input Considerations

| Desktop Input | Mobile Equivalent |
|---------------|-------------------|
| Keyboard arrows | Touch joystick / swipe |
| Space / Z / X | Tap buttons / multi-touch zones |
| Mouse click | Tap |
| Mouse position | Touch position |
| Escape | Back button / gesture |
| Gamepad | Bluetooth gamepad (supported) |

### Touch Controls Pattern

```go
type TouchButton struct {
    Bounds  image.Rectangle
    Pressed bool
    ID      ebiten.TouchID
}

func (b *TouchButton) Update() {
    b.Pressed = false
    touchIDs := inpututil.AppendJustPressedTouchIDs(nil)
    for _, id := range touchIDs {
        x, y := ebiten.TouchPosition(id)
        if x >= b.Bounds.Min.X && x <= b.Bounds.Max.X &&
            y >= b.Bounds.Min.Y && y <= b.Bounds.Max.Y {
            b.Pressed = true
            b.ID = id
        }
    }
}
```

---

## Steam Integration

```go
import "github.com/hajimehoshi/go-steamworks"

func init() {
    steamworks.Init()
}

func (g *Game) Update() error {
    steamworks.Update()

    // Achievements
    steamworks.SetAchievement("first_win")
    steamworks.StoreStats()

    // Leaderboards
    steamworks.UploadLeaderboardScore("high_score", score)

    return nil
}
```

Requires Steamworks SDK installed. Only works when launched through Steam.

---

## Build Optimization

### Binary Size

```bash
# Strip symbols
go build -ldflags="-s -w" -o game .

# With UPX compression (optional, may trigger antivirus)
upx --best game
```

### Embed Assets

```go
//go:embed assets/*
var assets embed.FS
```

Using `embed.FS` eliminates external file dependencies and simplifies deployment.

### Build Tags

```go
// +build !mobile

package main

// Desktop-only code

// +build mobile

package main

// Mobile-specific code
```

---

## CI/CD GitHub Actions

```yaml
name: Build

on: [push, pull_request]

jobs:
  build:
    strategy:
      matrix:
        os: [ubuntu-latest, windows-latest, macos-latest]
    runs-on: ${{ matrix.os }}
    steps:
      - uses: actions/checkout@v4
      - uses: actions/setup-go@v5
        with:
          go-version: '1.22'
      - name: Install Linux dependencies
        if: runner.os == 'Linux'
        run: |
          sudo apt-get update
          sudo apt-get install -y libgl1-mesa-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxxf86vm-dev libasound2-dev pkg-config
      - name: Build
        run: go build -ldflags="-s -w" -o game .

  wasm:
    runs-on: ubuntu-latest
    steps:
      - uses: actions/checkout@v4
      - uses: actions/setup-go@v5
        with:
          go-version: '1.22'
      - name: Build WASM
        run: GOOS=js GOARCH=wasm go build -ldflags="-s -w" -o game.wasm .
      - uses: actions/upload-artifact@v4
        with:
          name: wasm-build
          path: game.wasm

  release:
    if: startsWith(github.ref, 'refs/tags/')
    runs-on: ubuntu-latest
    needs: [build, wasm]
    steps:
      - uses: actions/checkout@v4
      - uses: actions/setup-go@v5
        with:
          go-version: '1.22'
      - name: Build all platforms
        run: |
          GOOS=windows GOARCH=amd64 go build -ldflags="-s -w" -o game-windows-amd64.exe .
          GOOS=darwin GOARCH=arm64 go build -ldflags="-s -w" -o game-darwin-arm64 .
          GOOS=linux GOARCH=amd64 go build -ldflags="-s -w" -o game-linux-amd64 .
          GOOS=js GOARCH=wasm go build -ldflags="-s -w" -o game.wasm .
      - uses: softprops/action-gh-release@v1
        with:
          files: |
            game-windows-amd64.exe
            game-darwin-arm64
            game-linux-amd64
            game.wasm
```

---

## Anti-Patterns

| Don't | Do |
|-------|-----|
| Read files with `os.Open()` at runtime | Use `embed.FS` for portable assets |
| Hard-code file paths | Use `embed.FS` or relative paths from executable |
| Test only on your dev platform | Set up CI for all target platforms |
| Skip mobile-specific input handling | Add touch controls for mobile targets |
| Use CGO-dependent libraries for WASM | Stick to pure Go for WASM compatibility |
| Ignore WASM binary size | Strip with `-ldflags="-s -w"` and gzip |
| Use `os.ReadFile()` for assets | Use `embed.FS` or resource manager |
| Assume desktop resolutions | Handle dynamic layouts in `Layout()` |
| Skip testing audio on mobile/WASM | Test audio on each target platform |

## When to Use
This skill is applicable when building, packaging, or deploying an Ebitengine game for any platform: desktop, web, mobile, or console.

## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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