Compiling for X11 (Linux, *BSD)¶
See also
This page describes how to compile Linux editor and export template binaries from source. If you're looking to export your project to Linux instead, read Exporting for Linux.
Requirements¶
For compiling under Linux or other Unix variants, the following is required:
GCC 7+ or Clang 6+.
Python 3.5+.
SCons 3.0+ build system. If your distribution uses Python 2 by default, or you are using a version of SCons prior to 3.1.2, you will need to change the version of Python that SCons uses by changing the shebang (the first line) of the SCons script file to
#! /usr/bin/python3
. Use the commandwhich scons
to 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
To get the Godot source code for compiling, see Getting the source.
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Distro-specific one-liners¶
Alpine Linux |
apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \
mesa-dev libexecinfo-dev eudev-dev alsa-lib-dev pulseaudio-dev
|
Arch Linux |
pacman -S --needed scons pkgconf gcc libxcursor libxinerama libxi libxrandr mesa glu libglvnd \
alsa-lib pulseaudio yasm
|
Debian / Ubuntu |
sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \
libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm
|
Fedora |
sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
libXi-devel mesa-libGL-devel mesa-libGLU-devel alsa-lib-devel pulseaudio-libs-devel \
libudev-devel yasm gcc-c++ libstdc++-static libatomic-static
|
FreeBSD |
sudo pkg install py37-scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU \
alsa-lib pulseaudio yasm
|
Gentoo |
emerge -an dev-util/scons x11-libs/libX11 x11-libs/libXcursor x11-libs/libXinerama x11-libs/libXi \
media-libs/mesa media-libs/glu media-libs/alsa-lib media-sound/pulseaudio dev-lang/yasm
|
Mageia |
urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \
"pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \
"pkgconfig(xrandr)" yasm
|
OpenBSD |
pkg_add python scons llvm yasm
|
openSUSE |
sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel libudev-devel libGLU1 yasm
|
NetBSD |
pkg_add pkg-config py37-scons yasm
For audio support, you can optionally install |
Solus |
sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \
libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel yasm
|
Compiling¶
Start a terminal, go to the root dir of the engine source code and type:
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.
Note
If you wish to compile using Clang rather than GCC, use this command:
scons platform=x11 use_llvm=yes
Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build.
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
.
If you are compiling Godot with GCC, you can make the binary
even smaller and faster by adding the SCons option lto=full
.
As link-time optimization is a memory-intensive process,
this will require about 7 GB of available RAM while compiling.
Note
If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
Self-contained mode by creating a file called
._sc_
or _sc_
in the bin/
folder.
Compiling a headless/server build¶
To compile a headless build which provides editor functionality to export projects in an automated manner, use:
scons platform=server tools=yes target=release_debug
To compile a debug server build which can be used with remote debugging tools, use:
scons platform=server tools=no target=release_debug
To compile a server build which is optimized to run dedicated game servers, use:
scons 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:
(32 bits)
scons platform=x11 tools=no target=release bits=32
scons platform=x11 tools=no target=release_debug bits=32
(64 bits)
scons platform=x11 tools=no target=release bits=64
scons platform=x11 tools=no target=release_debug bits=64
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:
$HOME/.local/share/godot/templates/[gd-version]/
and named like this (even for *BSD which is seen as "Linux X11" by Godot):
linux_x11_32_debug
linux_x11_32_release
linux_x11_64_debug
linux_x11_64_release
However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:
You don't even need to copy them, you can just reference the resulting
files in the bin/
directory of your Godot source folder, so the next
time you build, you automatically have the custom templates referenced.
Using Clang and LLD for faster development¶
You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:
LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times.
Clang tends to give more useful error messages compared to GCC.
To do so, install Clang and the lld
package from your distribution's package manager
then use the following SCons command:
scons platform=x11 use_llvm=yes linker=lld
After the build is completed, a new binary with a .llvm
suffix will be
created in the bin/
folder.
It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster.
Using Pyston for faster development¶
You can use Pyston to run SCons. Pyston is a JIT-enabled implementation of the Python language (which SCons is written in). It is currently only compatible with Linux. Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD to get even faster builds.
Download the latest portable Pyston release.
Extract the portable
.tar.gz
to a set location, such as$HOME/.local/opt/pyston/
(create folders as needed).Use
cd
to reach the extracted Pyston folder from a terminal, then run./pyston -m pip install scons
to install SCons within Pyston.To make SCons via Pyston easier to run, create a symbolic link of its wrapper script to a location in your
PATH
environment variable:ln -s ~/.local/opt/pyston/bin/scons ~/.local/bin/pyston-scons
Instead of running
scons <build arguments>
, runpyston-scons <build arguments>
to compile Godot.
If you can't run pyston-scons
after creating the symbolic link,
make sure $HOME/.local/bin/
is part of your user's PATH
environment variable.
Note
Alternatively, you can run python -m pip install pyston_lite_autoload
then run SCons as usual. This will automatically load a subset of Pyston's
optimizations in any Python program you run. However, this won't bring as
much of a performance improvement compared to installing "full" Pyston.