Building & exporting games
Package your Lumo project for Windows, the web and mobile, with CI-friendly CLI builds.
Build targets
| Target | Extension | Notes |
|---|---|---|
| Windows | .exe |
x64, Vulkan / DirectX 11 |
| Web | .zip |
WASM + WebGL2, deployable to any static host |
| Linux | binary | x64, experimental |
| Android | .apk |
arm64, requires the Android SDK |
Editor build
Open Project → Build:
- Select the target platform.
- Choose a scene list (the first scene is the entry point).
- Press Build.
Output lands in Build/<platform>/.
Headless builds
The editor ships a CLI so you can build from a terminal or CI job:
LumoEditor.exe --project ./my-game --build windows --out ./dist
Useful flags:
--project path to the project folder
--build windows | web | linux | android
--out output directory
--release strip debug symbols and enable minification
--quiet only print errors
GitHub Actions example
- name: Build Lumo game
run: |
./LumoEditor.exe --project . --build web --out ./dist --release --quiet
- uses: actions/upload-artifact@v4
with:
name: web-build
path: dist/
Optimisation checklist
- Textures — set streaming on any texture larger than 1024px.
- Audio — export music as OGG (streamed) and SFX as WAV (memory).
- Meshes — enable mesh compression for props over 10k triangles.
- Scenes — mark heavy scenes as async load so the first frame stays fast.
Publishing builds
Web builds are a folder of static files — drop them on Vercel, Netlify or any static server. Windows builds are a single folder; zip it and ship it on itch.io or your own site.
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