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- .. _doc_compiling_for_linux:
- Compiling for Linux
- ===================
- .. highlight:: shell
- Requirements
- ------------
- For compiling under Linux or other Unix variants, the following is
- required:
- - GCC (G++) or Clang
- - Python 2.7+ (3.0 is untested as of now)
- - SCons build system
- - X11 and Mesa development libraries
- - Xinerama libraries
- - ALSA development libraries
- - PulseAudio development libraries (for sound support)
- - Freetype (for the editor)
- - OpenSSL (for HTTPS and TLS)
- - libudev-dev (optional, for gamepad support)
- - pkg-config (used to detect the above dependencies)
- For Ubuntu users:
- ::
- sudo apt-get install scons pkg-config libx11-dev libxcursor-dev build-essential libasound2-dev libpulse-dev libfreetype6-dev libgl1-mesa-dev libglu-dev libssl-dev libxinerama-dev libudev-dev
- Compiling
- ---------
- Start a terminal, go to the root dir of the engine source code and type:
- ::
- user@host:~/godot$ scons platform=x11
- If all goes well, the resulting binary executable will be placed in the
- "bin" subdirectory. This executable file contains the whole engine and
- runs without any dependencies. Executing it will bring up the project
- manager.
- Building export templates
- -------------------------
- To build Linux export templates, run the build system with the following
- parameters:
- - (32 bits)
- ::
- user@host:~/godot$ scons platform=x11 tools=no target=release bits=32
- user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32
- - (64 bits)
- ::
- user@host:~/godot$ scons platform=x11 tools=no target=release bits=64
- user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64
- Note that cross compiling for the opposite bits (64/32) as your host
- platform in linux is quite difficult and might need a chroot
- environment.
- In Ubuntu, compilation works without a chroot but some libraries (.so)
- might be missing from ``/usr/lib32``. Symlinking the missing .so files from
- ``/usr/lib`` results in a working build.
- To create standard export templates, the resulting files must be copied
- to:
- ::
- /home/youruser/.godot/templates
- and named like this:
- ::
- linux_x11_32_debug
- linux_x11_32_release
- linux_x11_64_debug
- linux_x11_64_release
- However, if you are writing your custom modules or custom C++ code, you
- might instead want to configure your binaries as custom export templates
- here:
- .. image:: /img/lintemplates.png
- You don't even need to copy them, you can 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.
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