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@@ -13,7 +13,7 @@ not changing it for anything else. We are not even sure other build
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systems are up to the task of building Godot. We constantly get requests
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to move the build system to CMake, or Visual Studio, but this is not
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going to happen. There are many reasons why we have chosen SCons over
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-other alternatives and are listed as follows:
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+other alternatives, for example:
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- Godot can be compiled for a dozen different platforms. All PC
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platforms, all mobile platforms, many consoles, and many web-based
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@@ -34,9 +34,15 @@ other alternatives and are listed as follows:
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platform has a specific detection process, and all these must be
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handled as specific cases with special code written for each.
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-So, please get at least a little familiar with it if you are planning to
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+So, please try to keep an open mind and get at least a little familiar with it if you are planning to
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build Godot yourself.
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+Setup
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+------------------
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+Please refer to the documentation for :ref:`doc_compiling_for_android`, :ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`, :ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`, :ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`.
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+
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+Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools Command Prompt for VS 2017`` or similar, depending on your install, instead of the standard Windows command prompt to enter the commands below.
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+
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Platform selection
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------------------
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@@ -86,6 +92,8 @@ Example for using 4 cores:
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user@host:~/godot$ scons platform=x11 -j 4
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+Note that there are currently `issues <https://github.com/godotengine/godot/issues/5182>`__ with parallel builds for at least some users, so if you are running into errors, try building without the ``-j`` parameter.
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+
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Resulting binary
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----------------
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@@ -113,19 +121,19 @@ A Windows binary with the same configuration will look like this.
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C:\GODOT> DIR BIN/
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godot.windows.tools.64.exe
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-Just copy that binary to wherever you like, as it self-contains the
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+Just copy that binary to wherever you like, as it contains the
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project manager, editor and all means to execute the game. However, it
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lacks the data to export it to the different platforms. For that the
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export templates are needed (which can be either downloaded from
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-`godotengine.org <http://godotengine.org>`, or you can build them yourself).
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+`godotengine.org <https://godotengine.org/>`__, or you can build them yourself).
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Aside from that, there are a few standard options that can be set in all
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-build targets, and will be explained as follows.
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+build targets, and which will be explained below.
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Tools
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-----
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-Tools are enabled by default in al PC targets (Linux, Windows, OSX),
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+Tools are enabled by default in all PC targets (Linux, Windows, OSX),
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disabled for everything else. Disabling tools produces a binary that can
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run projects but that does not include the editor or the project
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manager.
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@@ -153,7 +161,7 @@ Target controls optimization and debug flags. Each mode means:
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scons platform=<platform> target=debug/release_debug/release
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-This flag appends ".debug" suffix (for debug), or ".tools" (for debug
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+This flag appends the ".debug" suffix (for debug), or ".tools" (for debug
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with tools enabled). When optimization is enabled (release) it appends
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the ".opt" suffix.
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@@ -161,7 +169,7 @@ Bits
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----
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Bits is meant to control the CPU or OS version intended to run the
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-binaries. It works mostly on desktop platforms and ignored everywhere
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+binaries. It is focused mostly on desktop platforms and ignored everywhere
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else.
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- **32**: Build binaries for 32 bits platform.
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@@ -182,7 +190,7 @@ Export templates
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----------------
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Official export templates are downloaded from the Godot Engine site:
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-`godotengine.org <http://godotengine.org>`. However, you might want
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+`godotengine.org <https://godotengine.org/>`__. However, you might want
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to build them yourself (in case you want newer ones, you are using custom
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modules, or simply don't trust your own shadow).
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@@ -213,7 +221,7 @@ To create those yourself, just follow the instructions detailed for each
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platform in this same tutorial section. Each platform explains how to
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create its own template.
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-If you are working for multiple platforms, OSX is definitely the best
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+If you are developing for multiple platforms, OSX is definitely the most convenient
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host platform for cross compilation, since you can cross-compile for
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almost every target (except for UWP). Linux and Windows come in second
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place, but Linux has the advantage of being the easier platform to set
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