Kompilieren für X11 (Linux, *BSD)

Voraussetzungen

Zum Kompilieren unter Linux oder anderen Unix-Varianten ist Folgendes erforderlich:

  • GCC 7+ oder 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 command which scons to find the location of the SCons script file.

  • pkg-config (wird verwendet, um die unten aufgeführten Abhängigkeiten zu erkennen).

  • X11, Xcursor, Xinerama, Xi und XRandR Entwicklungsbibliotheken.

  • MesaGL Entwicklungsbibliotheken.

  • ALSA-Entwicklungsbibliotheken.

  • PulseAudio Entwicklungsbibliotheken.

  • Optional - libudev (Build mit udev=yes).

  • Optional - yasm (für WebM SIMD-Optimierungen).

Siehe auch

Eine allgemeine Übersicht über die Verwendung von SCons für Godot finden Sie unter Einführung in das Buildsystem.

Distro-spezifische Einzeiler

Alpine Linux

apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \
    libexecinfo-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

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

Für Audio-Unterstützung können Sie optional pulseaudio installieren.

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

Kompilieren

Starten Sie ein Terminal, wechseln Sie zum Wurzel-Verzeichnis des Engine-Quellcodes und geben Sie Folgendes ein:

scons -j8 platform=x11

A good rule of thumb for the -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 -j option 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.

Bemerkung

Wenn Sie nicht mit GCC, sondern mit Clang kompilieren möchten, verwenden Sie diesen Befehl:

scons platform=x11 use_llvm=yes

Die Verwendung von Clang scheint eine Voraussetzung für OpenBSD zu sein, da sonst keine Schriftarten erstellt werden.

Bemerkung

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 use_lto=yes. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling.

Bemerkung

If you want to use separate editor settings for your own Godot builds and official releases, you can enable Eigenständiger Modus by creating a file called ._sc_ or _sc_ in the bin/ folder.

Kompilieren eines Headless/Server-Builds

To compile a headless build which provides editor functionality to export projects in an automated manner, use:

scons -j8 platform=server tools=yes target=release_debug

Um einen Server-Build zu kompilieren, der für den Betrieb von dedizierten Spielservern optimiert ist, benutzen Sie:

scons -j8 platform=server tools=no target=release

Exportvorlagen erstellen

Warnung

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.

Führen Sie das Build-System mit den folgenden Parametern aus, um X11-Exportvorlagen (Linux,* BSD) zu erstellen:

  • (32 Bit)

scons platform=x11 tools=no target=release bits=32
scons platform=x11 tools=no target=release_debug bits=32
  • (64 Bit)

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.

Um Standardexportvorlagen zu erstellen, müssen die resultierenden Dateien kopiert werden nach:

$HOME/.local/share/godot/templates/[gd-version]/

und so benannt (auch für *BSD, das von Godot als "Linux X11" angesehen wird):

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:

../../_images/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.

Nutzen Sie Clang und LLD für eine schnellere Entwicklung

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 gibt im Vergleich zu GCC nützlichere Fehlermeldungen.

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 use_lld=yes

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.