Compiling for X11 (Linux, *BSD)
See also Exporting for Linux.
Requirements
For compiling under Linux or other Unix variants, the following is required:
- GCC 7+ or Clang 6+.
- Python 3.5+.
#! /usr/bin/python3. Use the commandwhich sconsto find the location of the SCons script file.- pkg-config (used to detect the dependencies below).
- X11, Xcursor, Xinerama, Xi and XRandR development libraries.
- MesaGL development libraries.
- ALSA development libraries.
- PulseAudio development libraries.
- Optional - libudev (build with
udev=yes). - Optional - yasm (for WebM SIMD optimizations).
See also
Getting the source.
Introduction to the buildsystem.
Distro-specific one-liners
Compiling
Start a terminal, go to the root dir of the engine source code and type:scons -j8 platform=x11
-j(jobs) flag, is 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-joption to any SCons command you see below. 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. Note If you wish to compile using Clang rather than GCC, use this command:
Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build. Notescons platform=x11 use_llvm=yes
target=release_debug.use_lto=yes. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling. Note Self-contained mode by creating a file called._sc_or_sc_in thebin/folder.Compiling a headless/server build
headless build which provides editor functionality to export projects in an automated manner, use:
server build which can be used with remote debugging tools, use:scons -j8 platform=server tools=yes target=release_debug
server build which is optimized to run dedicated game servers, use:scons -j8 platform=server tools=no target=release_debug
scons -j8 platform=server tools=no target=release
Building export templates
Warning Linux binaries usually won’t run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment. To build X11 (Linux, *BSD) export templates, run the build system with the following parameters: -
-scons platform=x11 tools=no target=release bits=32scons platform=x11 tools=no target=release_debug bits=32
Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment. To create standard export templates, the resulting files must be copied to:scons platform=x11 tools=no target=release bits=64scons platform=x11 tools=no target=release_debug bits=64
and named like this (even for *BSD which is seen as “Linux X11” by Godot):$HOME/.local/share/godot/templates/[gd-version]/
However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:linux_x11_32_debuglinux_x11_32_releaselinux_x11_64_debuglinux_x11_64_release
bin/directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced.Using Clang and LLD for faster development
You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup: - LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times.
- Clang tends to give more useful error messages compared to GCC.
lldpackage from your distribution’s package manager then use the following SCons command:scons platform=x11 use_llvm=yes use_lld=yes
.llvmsuffix will be created in thebin/folder. It’s still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster.Using Pyston for faster development
Pyston to run SCons. Pyston is a JIT-enabled implementation of the Python language (which SCons is written in). It is currently only compatible with Linux. Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD to get even faster builds. - latest portable Pyston release.
.tar.gzto a set location, such as$HOME/.local/opt/pyston/(create folders as needed).cdto reach the extracted Pyston folder from a terminal, then run./pyston -m pip install sconsto install SCons within Pyston.PATHenvironment variable:
ln -s ~/.local/opt/pyston/bin/scons ~/.local/bin/pyston-scons
scons <build arguments>, runpyston-scons <build arguments>to compile Godot.pyston-sconsafter creating the symbolic link, make sure$HOME/.local/bin/is part of your user’sPATHenvironment variable.
