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Update and shorten "Compiling for Windows"

There's been a lot of build system changes in recent Godot versions.
Visual Studio can now be automatically detected, MinGW performance
is getting very competitive with MSVC and pywin32 is
no longer required (even though SCons will still warn about it).

This also adds a short comparison between MSVC and MinGW, as the former
is faster for iterating during development, but the latter is
better suited to production builds.
Hugo Locurcio 7 năm trước cách đây
mục cha
commit
039a2970b0
1 tập tin đã thay đổi với 120 bổ sung350 xóa
  1. 120 350
      development/compiling/compiling_for_windows.rst

+ 120 - 350
development/compiling/compiling_for_windows.rst

@@ -10,15 +10,19 @@ Requirements
 
 For compiling under Windows, the following is required:
 
--  Visual C++, `Visual
-   Studio Community <https://www.visualstudio.com/vs/community/>`__
-   (recommended), version 2013 (12.0) or later.
-   **Make sure you read Installing Visual Studio caveats below or you
-   will have to run/download the installer again.**
--  `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__.
--  `Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__
-   for parallel builds (which increase the build speed by a great factor).
--  `SCons <https://www.scons.org>`__ build system.
+- `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
+  version 2015 (14.0) or later.
+  **Make sure to read "Installing Visual Studio caveats" below or you
+  will have to run/download the installer again.**
+- MinGW-w64 can be used as an alternative to Visual Studio.
+- `Python 3.5+ (recommended) or Python 2.7+. <https://www.python.org/downloads/windows/>`_
+- `SCons <https://www.scons.org>`_ build system.
+- *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)
+
+.. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
+          install MinGW and other dependencies using the following command::
+
+              scoop install gcc python scons
 
 .. seealso:: For a general overview of SCons usage for Godot, see
              :ref:`doc_introduction_to_the_buildsystem`.
@@ -26,302 +30,97 @@ For compiling under Windows, the following is required:
 Setting up SCons
 ----------------
 
-Python adds the interpreter (python.exe) to the path. It usually
-installs in ``C:\Python`` (or ``C:\Python[Version]``). SCons installs
-inside the Python install (typically in the ``Scripts`` folder) and
-provides a batch file called ``scons.bat``.
-The location of this file can be added to the path or it can simply be
-copied to ``C:\Python`` together with the interpreter executable.
+First, make sure to enable the option to add Python to the ``PATH`` in
+the Python installer. The SCons installer should then detect and use
+the existing Python installation.
 
 To check whether you have installed Python and SCons correctly, you can
-type ``python --version`` and ``scons --version`` into the
-Windows Command Prompt (``cmd.exe``).
-
-If commands above do not work, make sure you add Python to your PATH
-environment variable after installing it, and check again.
-
-Setting up Pywin32
-------------------
-
-Pywin32 is required for parallel builds using multiple CPU cores.
-If SCons is issuing a warning about Pywin32 after parsing SConstruct
-build instructions, when beginning to build, you need to install it properly
-from the correct installer executable for your Python version
-`located at Github. <https://github.com/mhammond/pywin32/releases>`__
-
-For example, if you installed a 32-bit version of Python 2.7, you would want
-to install the latest version of Pywin32 that is built for the mentioned version
-of Python. That executable installer would be named ``pywin32-221.win32-py2.7.exe``.
+type ``python --version`` and ``scons --version`` into a command prompt
+(``cmd.exe``).
 
-The ``amd64`` version of Pywin32 is for a 64-bit version of Python
-``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for
-your version of Python (check via ``python --version`` mentioned above).
+If the commands above don't work, make sure to add Python to your ``PATH``
+environment variable after installing it, then check again.
+You can do so by running the Python installer again and enabling the option
+to add Python to the ``PATH``.
 
 .. _doc_compiling_for_windows_install_vs:
 
 Installing Visual Studio caveats
 --------------------------------
 
-If installing Visual Studio 2015 or later, make sure to run **Custom** installation, not
-**Typical** and select C++ as language there (and any other things you might
-need). The installer does not install C++ by default. C++ was the
-`only language made optional <https://blogs.msdn.microsoft.com/vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/>`__
-in Visual Studio 2015.
+If installing Visual Studio 2017 or 2019, make sure to enable **C++** in
+the list of workflows to install.
 
-If you have already made the mistake of installing a **Typical**,
-installation, rerun the executable installer you downloaded from
-internet, it will give you a **Modify** Button option. Running the
-install from Add/Remove programs will only give you the "Repair" option,
-which will do nothing for your problem.
+If installing Visual Studio 2015, make sure to run a **Custom**
+installation instead of **Typical** and select **C++** as a language there.
 
-If you're using Express, make sure you get/have a version that can
-compile for ***C++, Desktop***.
+If you've already made the mistake of installing Visual Studio without
+C++ support, run the installer again; it should present you a **Modify** button.
+Running the installer from *Add/Remove Programs* will only give you
+a **Repair** option, which won't let you install C++ tools.
 
 Downloading Godot's source
 --------------------------
 
-`Godot's <https://github.com/godotengine/godot>`__ source is hosted on
-GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is recommended.
+Godot's source code is `hosted on GitHub <https://github.com/godotengine/godot>`_.
+Downloading it (cloning) using `Git <https://git-scm.com/>`_ is recommended.
 
-The tutorial will presume from now on that you placed the source into
+The tutorial will assume from now on that you placed the source code in
 ``C:\godot``.
 
 Compiling
 ---------
 
-SCons will not be able out of the box to compile from the
-Windows Command Prompt (``cmd.exe``) because SCons and Visual C++ compiler
-will not be able to locate environment variables and executables they
-need for compilation.
-
-Therefore, you need to start a Visual Studio command prompt. It sets up
-environment variables needed by SCons to locate the compiler.
-It should be called similar to one of the below names (for your
-respective version of Visual Studio):
-
-* "Developer Command Prompt for VS2013"
-* "VS2013 x64 Native Tools Command Prompt"
-* "VS2013 x86 Native Tools Command Prompt"
-* "VS2013 x64 Cross Tools Command Prompt"
-* "VS2013 x86 Cross Tools Command Prompt"
-
-You should be able to find at least the Developer Command Prompt for
-your version of Visual Studio in your start menu.
-
-However Visual Studio sometimes seems to not install some of the above
-shortcuts, except the Developer Console at these locations that are
-automatically searched by the start menu search option:
-
-::
-
-   Win 7:
-   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
-   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
+Selecting a compiler
+~~~~~~~~~~~~~~~~~~~~
 
-If you found the Developer Console, it will do for now to create a 32-bit
-version of Godot, but if you want the 64-bit version, you might need
-to setup the prompts manually for easy access.
+SCons will automatically find and use an existing Visual Studio installation.
+If you do not have Visual Studio installed, it will attempt to use
+MinGW instead. If you already have Visual Studio installed and want to
+use MinGW, pass ``use_mingw=yes`` to the SCons command line.
 
-If you don't see some of the shortcuts, "How the prompts actually work"
-section below will explain how to setup these prompts if you need them.
-
-About the Developer/Tools Command Prompts and the Visual C++ compiler
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-There is a few things you need to know about these consoles and the
-Visual C++ compiler.
-
-Your Visual Studio installation will ship with several Visual C++
-compilers, them being more or less identical, however each ``cl.exe``
-(Visual C++ compiler) will compile Godot for a different architecture
-(32-bit x86 or 64-bit x86; the ARM compiler is not supported).
-
-The **Developer Command Prompt** will build a 32-bit version of Godot by
-using the 32-bit Visual C++ compiler.
-
-**Native Tools** Prompts (mentioned above) are used when you want the
-32-bit cl.exe to compile a 32-bit executable (x86 Native Tools
-Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit
-executable (x64 Native Tools Command Prompt).
-
-The **Cross Tools** are used when your Windows is using one architecture
-(32-bit, for example) and you need to compile to a different
-architecture (64-bit). As you might be familiar, 32-bit Windows can not
-run 64-bit executables, but you still might need to compile for them.
-
-For example:
-
-* "VS2013 x64 Cross Tools Command Prompt" will use a 32-bit cl.exe that
-  will compile a 64 bit application.
-
-* "VS2013 x86 Cross Tools Command Prompt" will use a 64-bit cl.exe that
-  will compile a 32-bit application. This one is useful if you are
-  running a 32-bit Windows.
-
-On a 64-bit Windows, you can run any of above prompts and compilers
-(``cl.exe`` executables) because 64-bit Windows can run any 32-bit
-application. 32-bit Windows cannot run 64-bit executables, so the
-Visual Studio installer won't even install shortcuts for some of
-these prompts.
-
-Note that you need to choose the **Developer Console** or the correct
-**Tools Prompt** to build Godot for the correct architecture. Use only
-Native Prompts if you are not sure yet what exactly Cross Compile
-Prompts do.
+During development, using the Visual Studio compiler is usually a better idea,
+as it links the Godot binary much faster than MinGW. However, MinGW can
+produce more optimized binaries using link-time optimization (see below),
+making it a better choice for production use.
 
 Running SCons
 ~~~~~~~~~~~~~
 
-Once inside the **Developer Console/Tools Console Prompt**, go to the
-root directory of the engine source code and type:
-
-::
+After opening a command prompt, change to the root directory of
+the engine source code (using ``cd``) and type::
 
     C:\godot> scons platform=windows
 
-Tip: if you installed "Pywin32 Python Extension" you can append the -j
-command to instruct SCons to run parallel builds like this:
-
-::
+You can specify a number of CPU threads to use to speed up the build::
 
     C:\godot> scons -j6 platform=windows
 
 In general, it is OK to have at least as many threads compiling Godot as
 you have cores in your CPU, if not one or two more. Feel free to add the
--j option to any SCons command you see below if you setup the
-"Pywin32 Python Extension".
+-j option to any SCons command you see below.
+
+.. note:: When compiling with multiple CPU threads, SCons may warn about
+          pywin32 being missing. You can safely ignore this warning.
 
 If all goes well, the resulting binary executable will be placed in
-``C:\godot\bin\`` with the name of ``godot.windows.tools.32.exe`` or
-``godot.windows.tools.64.exe``. SCons will automatically detect what
-compiler architecture the environment (the prompt) is setup for and will
-build a corresponding executable.
+``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
+``godot.windows.tools.64.exe``.
+
+.. note:: By default, SCons will build a binary matching your CPU architecture,
+          but this can be overriden using ``bits=64`` or ``bits=32``.
 
 This executable file contains the whole engine and runs without any
-dependencies. Executing it will bring up the Project Manager.
+dependencies. Running it will bring up the Project Manager.
 
 .. note:: If you are compiling Godot for production use, then you can
           make the final executable smaller and faster by adding the
           SCons option ``target=release_debug``.
 
-How the prompts actually work
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-The Visual Studio command prompts are just shortcuts that call the
-standard Command Prompt and have it run a batch file before giving  you
-control. The batch file itself is called **vcvarsall.bat** and it sets up
-environment variables, including the PATH variable, so that the correct
-version of the compiler can be run. The Developer Command Prompt calls a
-different file called **VsDevCmd.bat** but none of the other tools that
-this batch file enables are needed by Godot/SCons.
-
-Since you are probably using Visual Studio 2013 or 2015, if you need to
-recreate them manually, use the below folders, or place them on the
-desktop/taskbar:
-
-::
-
-   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
-   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
-
-Start the creation of the shortcut by pressing the ``right mouse
-button/New/Shortcut`` in an empty place in your desired location.
-
-Then copy one of these commands below for the corresponding tool you
-need into the "Path" and "Name" sections of the shortcut creation
-wizard, and fix the path to the batch file if needed.
-
-* Visual Studio 2013 is in the "Microsoft Visual Studio 12.0" folder.
-* Visual Studio 2015 is in the "Microsoft Visual Studio 14.0" folder.
-* etc.
-
-::
-
-   Name: Developer Command Prompt for VS2013
-   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\VsDevCmd.bat""
-
-   Name: VS2013 x64 Cross Tools Command Prompt
-   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86_amd64
-
-   Name: VS2013 x64 Native Tools Command Prompt
-   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64
-
-   Name: VS2013 x86 Native Tools Command Prompt
-   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86
-
-   Name: VS2013 x86 Cross Tools Command Prompt
-   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64_x86
-
-After you create the shortcut, in the shortcut's properties, that you
-can access by right clicking with your mouse on the shortcut itself, you
-can choose the starting directory of the command prompt ("Start in"
-field).
-
-Some of these shortcuts (namely the 64-bit compilers) seem to not be
-available in the Express edition of Visual Studio or Visual C++. Before
-recreating the commands, make sure that ``cl.exe`` executables are present
-in one of these locations, they are the actual compilers for the
-architecture you want to build from the command prompt.
-
-::
-
-    x86 (32-bit) cl.exe
-    C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\cl.exe
-
-    x86 (32-bit) cl.exe for cross-compiling for 64-bit Windows.
-    C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_amd64\cl.exe
-
-    x64 (64-bit) cl.exe
-    C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64\cl.exe
-
-    x64 (64-bit) cl.exe for cross-compiling for 32-bit Windows.
-    C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64_x86\cl.exe
-
-
-In case you are wondering what these prompt shortcuts do, they call ``cmd.exe``
-with the ``\k`` option and have it run a Batch file.
-
-::
-
-   %comspec% - path to cmd.exe
-   \k - keep alive option of the command prompt
-   remainder - command to run via cmd.exe
-
-   cmd.exe \k(eep cmd.exe alive after commands behind this option run) ""runme.bat"" with_this_option
-
-How to run an automated build of Godot
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-If you just need to run the compilation process via a Batch file or
-directly in the Windows Command Prompt you need to use the
-following command:
-
-::
-
-   "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86
-
-with one of the following parameters:
-
-* x86 (32-bit cl.exe to compile for the 32-bit architecture)
-* amd64 (64-bit cl.exe to compile for the 64-bit architecture)
-* x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)
-* amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)
-
-and after that one, you can run SCons:
-
-::
-
-   scons platform=windows
-
-or you can run them together:
-
-::
-
-   32-bit Godot
-   "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86 && scons platform=windows
-
-   64-bit Godot
-   "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" amd64 && scons platform=windows
+          If you are compiling Godot with MinGW, you can make the binary
+          even smaller and faster by adding the SCons option ``use_lto=yes``.
+          As link-time optimization is a memory-intensive process,
+          this will require about 3 GB of available RAM while compiling.
 
 Development in Visual Studio or other IDEs
 ------------------------------------------
@@ -331,74 +130,67 @@ in C++ is needed, for creating modules or extending the engine, working
 with an IDE is usually desirable.
 
 You can create a Visual Studio solution via SCons by running SCons with
-the ``vsproj=yes`` parameter, like this:
-
-::
+the ``vsproj=yes`` parameter, like this::
 
    scons p=windows vsproj=yes
 
 You will be able to open Godot's source in a Visual Studio solution now,
-and able to build Godot via the Visual Studio **Build** button. However,
-make sure that you have installed Pywin32 so that parallel (-j) builds
-work properly.
+and able to build Godot using Visual Studio's **Build** button.
 
-If you need to edit the compilation commands, they are located in
+If you need to edit the build commands, they are located in
 "Godot" project settings, NMAKE sheet. SCons is called at the end of
 the commands. If you make a mistake, copy the command from one of the
 other build configurations (debug, release_debug, release) or
-architectures (Win32/x64). They are equivalent.
+architectures (Win32/x64); they are equivalent.
 
 Cross-compiling for Windows from other operating systems
 --------------------------------------------------------
 
-If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_,
-which typically comes in 32-bit and 64-bit variants. The package names
-may differ based on your distro, here are some known ones:
-
-+---------------+--------------------------------------------------------+
-| **Arch**      | ::                                                     |
-|               |                                                        |
-|               |     pacman -S scons mingw-w64-gcc                      |
-+---------------+--------------------------------------------------------+
-| **Debian** /  | ::                                                     |
-| **Ubuntu**    |                                                        |
-|               |     apt-get install scons mingw-w64                    |
-+---------------+--------------------------------------------------------+
-| **Fedora**    | ::                                                     |
-|               |                                                        |
-|               |     dnf install scons mingw32-gcc-c++ mingw64-gcc-c++  |
-+---------------+--------------------------------------------------------+
-| **macOS**     | ::                                                     |
-|               |                                                        |
-|               |     brew install scons mingw-w64                       |
-+---------------+--------------------------------------------------------+
-| **Mageia**    | ::                                                     |
-|               |                                                        |
-|               |     urpmi scons mingw32-gcc-c++ mingw64-gcc-c++        |
-+---------------+--------------------------------------------------------+
-
-Before allowing you to attempt the compilation, SCons will check for
-the following binaries in your ``$PATH``:
-
-::
+If you are a Linux or macOS user, you need to install
+`MinGW-w64 <https://mingw-w64.org/doku.php>`_, which typically comes in 32-bit
+and 64-bit variants. The package names may differ based on your distribution,
+here are some known ones:
+
++---------------+--------------------------------------------------------------+
+| **Arch**      | ::                                                           |
+|               |                                                              |
+|               |     pacman -S mingw-w64-gcc                                  |
++---------------+--------------------------------------------------------------+
+| **Debian** /  | ::                                                           |
+| **Ubuntu**    |                                                              |
+|               |     apt install mingw-w64                                    |
++---------------+--------------------------------------------------------------+
+| **Fedora**    | ::                                                           |
+|               |                                                              |
+|               |     dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
+|               |                 mingw32-gcc-c++ mingw32-winpthreads-static   |
++---------------+--------------------------------------------------------------+
+| **macOS**     | ::                                                           |
+|               |                                                              |
+|               |     brew install mingw-w64                                   |
++---------------+--------------------------------------------------------------+
+| **Mageia**    | ::                                                           |
+|               |                                                              |
+|               |     urpmi mingw64-gcc-c++ mingw64-winpthreads-static \       |
+|               |           mingw32-gcc-c++ mingw32-winpthreads-static         |
++---------------+--------------------------------------------------------------+
+
+Before attempting the compilation, SCons will check for
+the following binaries in your ``PATH`` environment variable::
 
     i686-w64-mingw32-gcc
     x86_64-w64-mingw32-gcc
 
-If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``),
+If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
 you can define the following environment variables to give a hint to
-the build system:
-
-::
+the build system::
 
     export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
     export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
 
 To make sure you are doing things correctly, executing the following in
 the shell should result in a working compiler (the version output may
-differ based on your system):
-
-::
+differ based on your system)::
 
     user@host:~$ ${MINGW32_PREFIX}gcc --version
     i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
@@ -406,77 +198,55 @@ differ based on your system):
 Troubleshooting
 ~~~~~~~~~~~~~~~
 
-Cross-compiling from some versions of Ubuntu may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_,
+Cross-compiling from some Ubuntu versions may lead to
+`this bug <https://github.com/godotengine/godot/issues/9258>`_,
 due to a default configuration lacking support for POSIX threading.
 
 You can change that configuration following those instructions,
-for 32-bit:
+for 64-bit::
 
-::
+    sudo update-alternatives --config x86_64-w64-mingw32-gcc
+    <choose x86_64-w64-mingw32-gcc-posix from the list>
+    sudo update-alternatives --config x86_64-w64-mingw32-g++
+    <choose x86_64-w64-mingw32-g++-posix from the list>
+
+And for 32-bit::
 
     sudo update-alternatives --config i686-w64-mingw32-gcc
     <choose i686-w64-mingw32-gcc-posix from the list>
     sudo update-alternatives --config i686-w64-mingw32-g++
     <choose i686-w64-mingw32-g++-posix from the list>
 
-And for 64-bit:
-
-::
-
-    sudo update-alternatives --config x86_64-w64-mingw32-gcc
-    <choose x86_64-w64-mingw32-gcc-posix from the list>
-    sudo update-alternatives --config x86_64-w64-mingw32-g++
-    <choose x86_64-w64-mingw32-g++-posix from the list>
-
 Creating Windows export templates
 ---------------------------------
 
-Windows export templates are created by compiling Godot as release, with
-the following flags:
+Windows export templates are created by compiling Godot without the editor,
+with the following flags::
 
--  (using Mingw32 command prompt, using the bits parameter)
-
-::
-
-    C:\godot> scons platform=windows tools=no target=release bits=32
     C:\godot> scons platform=windows tools=no target=release_debug bits=32
-
--  (using Mingw-w64 command prompt, using the bits parameter)
-
-::
-
-    C:\godot> scons platform=windows tools=no target=release bits=64
+    C:\godot> scons platform=windows tools=no target=release bits=32
     C:\godot> scons platform=windows tools=no target=release_debug bits=64
+    C:\godot> scons platform=windows tools=no target=release bits=64
 
--  (using the Visual Studio command prompts for the correct
-   architecture, notice the lack of bits parameter)
-
-::
-
-    C:\godot> scons platform=windows tools=no target=release
-    C:\godot> scons platform=windows tools=no target=release_debug
-
-If you plan on replacing the standard templates, copy these to:
-
-::
-
-    C:\USERS\YOURUSER\AppData\Roaming\Godot\Templates
+If you plan on replacing the standard export templates, copy these to the
+following location, replacing ``<version>`` with the version identifier
+(such as ``3.1.1.stable`` or ``3.2.dev``)::
 
-With the following names:
+    %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
 
-::
+With the following names::
 
     windows_32_debug.exe
     windows_32_release.exe
     windows_64_debug.exe
     windows_64_release.exe
 
-However, if you are writing your custom modules or custom C++ code, you
-might instead want to configure your binaries as custom export templates
+However, if you are using custom modules or custom engine code, you
+may instead want to configure your binaries as custom export templates
 here:
 
 .. image:: img/wintemplates.png
 
-You don't even need to copy them, you can just reference the resulting
+You don't need to copy them in this case, just reference the resulting
 files in the ``bin\`` directory of your Godot source folder, so the next
-time you build you automatically have the custom templates referenced.
+time you build, you will automatically have the custom templates referenced.