I'm looking for a way to simplify distribution workflow for my game engine (written in Rust). I can build an iOS binary (a Mach-O 64-bit executable arm64) with aarch64-apple-ios target, but I don't know if there's anyway I can put this binary into xcode or anywhere and expect it to run on a device / simulator? I wonder if there's anything as convenient as creating a macOS .app bundle from an executable.
Before this I had a little success (got a simulator with an app running basic opengl) by building as a .a staticlib and put that in xcode, but I wonder if it's the only way because in Rust changing between build as lib or binary is non trivial ergonomically on the user level (other targets all build as binary).
Before this I had a little success (got a simulator with an app running basic opengl) by building as a .a staticlib and put that in xcode, but I wonder if it's the only way because in Rust changing between build as lib or binary is non trivial ergonomically on the user level (other targets all build as binary).