A Bevy-aligned game engine in MoonBit, now running in a native-only architecture.
mgstudio-engine/: engine core + native runtime bridge (runtime_native/*)mgstudio-page/: docs-only static site for example catalog and run instructionsbevy/: local gitignored Bevy baseline checkout for parity referencescripts/: project scripts (native smoke, parity tooling)
- Install MoonBit and update registry.
- Run an example directly:
moon -C mgstudio-engine run --target native examples/3d/3d_sceneRepresentative examples:
examples/2d/spriteexamples/2d/2d_shapesexamples/3d/pbrexamples/3d/3d_shapesexamples/3d/3d_sceneexamples/ui/widgets/button
moon -C mgstudio-engine check --target nativemoon -C mgstudio-engine test --target nativemoon -C mgstudio-engine build --target native <package>./scripts/smoke_bevy_examples.sh./mgstudio-engine/scripts/parity_hard_gates.sh
- Static parity gates are run through
./mgstudio-engine/scripts/parity_hard_gates.shand cover:- forbidden legacy
shaders/mgstudio/shaders/mgstudio_runtimereferences - forbidden example asset provenance outside the engine runtime tree
- forbidden legacy
- Visual runtime parity is checked separately through
./mgstudio-engine/scripts/gate_visual_runtime.sh. - In CI, the static subset runs with
MGSTUDIO_PARITY_SKIP_VISUAL=1, while the visual gate runs as its own macOS job and uploads screenshot/log artifacts.
See docs/PARITY_GATES.md for the current gate contract.
MGSTUDIO_ASSETS_DIR(default:./assets)MGSTUDIO_DATA_DIR(default:./tmp/data)
- WASM/Web runtime and
mgstudioCLI were removed in this native-only cutover. - Planning artifacts under
.private/are git-ignored and should not be committed.