Studio: cross-platform builds (Windows, macOS)

Goal

Make the Studio build and run on Windows (primary) and macOS, unlocking the majority of potential game developers who use these platforms. Currently the Studio only works reliably on Linux; Windows and macOS have build and runtime issues.

Context / integration points

  • The Studio currently targets Linux (the primary dev environment) and has not been regularly tested on Windows or macOS.
  • Build issues span SDK detection, system library linking, file path assumptions, and Zig compiler target differences.
  • Runtime issues include windowing, input, GPU backend selection (Vulkan/Metal/D3D12), and filesystem path conventions.
  • Windows is especially critical — it accounts for the majority of the game development market.
  • The engine and Studio share build infrastructure; fixes may benefit both.

Known problem areas

  1. SDK detection — and may not detect Windows SDK, Visual Studio, or Xcode correctly on all setups.
  2. System library linking — SDL3 and other native dependencies may not link correctly on non-Linux targets.
  3. File path assumptions — hardcoded separators, POSIX-only path logic, or missing prefix handling on Windows.
  4. GPU backend — Studio currently assumes Vulkan; Windows needs D3D12 or Vulkan-with-Windows-driver, macOS needs Metal.
  5. Windowing / input — platform-specific window creation and input handling may have gaps or untested code paths.
  6. Cross-compilation — building for Windows from Linux or vice-versa may fail due to missing cross-compilation SDK setup.

Tasks

  • Inventory all platform-specific code paths in the Studio (, )
  • Fix SDK detection on Windows (Visual Studio / Windows SDK paths)
  • Fix SDK detection on macOS (Xcode / Command Line Tools paths)
  • Resolve SDL3/system library linking for Windows and macOS targets
  • Fix POSIX-only file path assumptions across the codebase
  • Ensure GPU backend selection works (Vulkan on Win/Linux, Metal on macOS)
  • Verify window creation and input handling on all platforms
  • Set up CI for Windows and macOS builds (at least compile-check)
  • Document platform-specific build prerequisites (README / onboarding)

Acceptance criteria

  • Studio compiles and runs on Windows 10/11 (with Visual Studio or Zig SDK).
  • Studio compiles and runs on macOS (Apple Silicon + Intel).
  • All core Studio features (project open, scene view, UI editor, PlayMode) work on Windows.
  • Build failure on Windows/macOS is treated as a release-blocking regression.
  • CI provides at least compile-check coverage for all three platforms.
  • Setup instructions for Windows and macOS are documented.

Dependencies

May touch areas depending on #62 (closed) (native packages), #92 (closed) (DVUI fork reorganization).

Out of scope

  • Cross-compilation from Linux → Windows (nice-to-have but not required).
  • iOS / Android / Web builds of the Studio.
  • Platform-specific performance optimization.