Make games using Odin + Raylib that works in browser and on desktop.
Live example: https://zylinski.se/odin-raylib-web/
- Emscripten. Follow instructions here: https://emscripten.org/docs/getting_started/downloads.html (the stuff under "Installation instructions using the emsdk (recommended)").
- Recent Odin compiler: This uses Raylib binding changes that were done on January 1, 2025.
- Point
EMSCRIPTEN_SDK_DIR
inbuild_web.bat/sh
to where you installed emscripten. - Run
build_web.bat/sh
. - Web game is in the
build/web
folder.
Note
build_web.bat
is for windows, build_web.sh
is for Linux / macOS.
Warning
You can't run build/web/index.html
directly due to "CORS policy" javascript errors. You can work around that by running a small python web server:
- Go to
build/web
in a console. - Run
python -m http.server
- Go to
localhost:8000
in your browser.
For those who don't have python: Emscripten comes with it. See the python
folder in your emscripten installation directory.
Build a desktop executable using build_desktop.bat/sh
. It will end up in the build/desktop
folder.
Put any assets (textures, sounds etc) into the assets
folder. Emscripten will merge those into the web build. For desktop builds, the assets
folder is copied to the build/desktop
folder.
- Use raylib, raygui, rlgl using the default
vendor:raylib
bindings. - Allocator that works with maps and SIMD (uses emcripten's
malloc
). - Temp allocator.
- Logger.
fmt.println
etc- There's a wrapper for
read_entire_file
andwrite_entire_file
fromcore:os
that can files fromassets
directory, even on web. Seesource/utils.odin
Note
Files written using write_entire_file
don't exist outside the browser. They don't survive closing the tab. But you can write a file and load it within the same session. You can use it to make your old desktop code run, even though it won't be possible to really save anything.
I recommend debugging the desktop build when you can (add -debug
inside build_desktop.bat/sh
and use for example RAD Debugger). For web-only bugs, you can add -g
to the the emcc
line in the build script. This gives you better crash callstacks. It works in Chrome, not so much in Firefox.
There is a Sublime project file: project.sublime-project
. It has a build system that lets you run the web and desktop build scripts.
My Odin + Raylib + Hot Reload template has been updated with similar capabilities: https://github.com/karl-zylinski/odin-raylib-hot-reload-game-template -- Note: It's just for making a release web build, no web hot reloading is supported!
Start by looking at build_web.bat/sh
and see how it uses both the Odin compiler and the emscripten compiler (emcc
). Raylib requires emcc
to (among other things) translate OpenGL to WebGL calls. Also see source/main_web/index_template.html
(used as template for build/web/index/html
). That HTML file contains javascript that calls the entry-point procedures you'll find in source/main_web/main_web.odin
. It's a bit special in the way that it sets our Odin stuff up within a callback that comes from emscripten (instantiateWasm
).
You probably have a global variable that allocates dynamic memory. Move that allocation into the game's init
proc. This could also happen if initialize dynamic arrays or maps in the global file scope, like so:
arr := [dynamic]int { 2, 3, 4 }
In that case you can declare it and do the initialization in the init
proc instead:
arr: [dynamic]int
init :: proc() {
arr = { 2, 3, 4 }
}
This happens because the context hasn't been initialized with the correct allocator yet.
The error can also happen if you import some package that does allocations in a procedure tagged with @(init)
. Once such page is core:math/big
. That package is in turn imported by core:encoding/cbor
. So if you import cbor you may get this error. If you need cbor, then you you can try, as a work-around, to run the Odin compiler with the -default-to-nil-allocator
option. That may break the core:math/big
package, but you might not need it.
Try modifying the build_web
script and add these flags where it runs emcc
:
-sALLOW_MEMORY_GROWTH=1 -sINITIAL_HEAP=16777216 -sSTACK_SIZE=65536
The numbers 16777216
and 65536
above are the default values, try bigger ones and see if it helps.
Add an additional --preload-file folder_name
option to the build script when it runs emcc
. Then that folder will become part of the web build.
The raylib libraries that come with Odin can only use version 100. That's the default for raylib. But you can recompile raylib so that shaders with version 300 es
works. That's a fairly modern version. It's mostly the same as the common 330
version.
You'll need to recompile the raylib WASM binaries. That means you need to download the raylib source from here: https://github.com/raysan5/raylib
When you've downloaded it you need to compile raylib with OpenGL ES3 support. Something like this:
make clean
make PLATFORM=PLATFORM_WEB GRAPHICS=GRAPHICS_API_OPENGL_ES3 -B
You might also be able to use mingw32-make
instead of make
on Windows, if you have mingw installed. You may also be able to invoke emcc
manually, but you'll have to look through the makefiles to see what commands you need to run.
You'll need to copy the outputted wasm libs from this build to your raylib bindings, overwriting the old raylib WASM library files.
When building your game, you need to modify the build script. When it runs emcc
, add the following: -sFULL_ES3=1
.
You can now use the 300 es
version of shaders. Make sure the shaders have this at the top:
#version 300 es
precision highp float;
Thanks to lucy for figuring this stuff out.
You might be missing the assets
folder. It must have at least a single file inside it. You can also remove the --preload-file assets
from the build script.
Talk to me on my Discord server: https://discord.gg/4FsHgtBmFK
Tyzor on the Odin Discord helped me with using js_wasm32
instead of freestanding_wasm32
.
Caedo's repository and Aronicu's repository helped me with:
- The initial emscripten setup
- The logger setup
- The idea of using python to host a server