Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Compilation pour Windows

Voir aussi

Cette page explique comment compiler l’éditeur Windows et exporter les binaires de modèle d'export depuis le code source. Si vous chercher à exporter votre projet vers Windows, voyez plutôt Exportation pour Windows.

Pré-requis

Pour la compilation sous Windows, ce qui suit est nécessaire :

  • A C++ compiler. Use one of the following:

    • Visual Studio Community, version 2019 or later. Visual Studio 2022 is recommended. Make sure to enable C++ in the list of workflows to install. If you've already installed Visual Studio without C++ support, run the installer again; it should present you a Modify button. Supports x86_64, x86_32, and arm64.

    • MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure to install/configure it to use the posix thread model. Important: When using MinGW to compile the master branch, you need GCC 9 or later. Supports x86_64 and x86_32 only.

    • MinGW-LLVM with clang can be used as an alternative to Visual Studio and MinGW-w64. Supports x86_64, x86_32, and arm64.

  • Python 3.8+. Make sure to enable the option to add Python to the PATH in the installer.

  • SCons 4.0+ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases.

Note

Si vous avez installé Scoop, vous pouvez facilement installer MinGW et d'autres dépendances en utilisant la commande suivante :

scoop install gcc python scons make mingw

Note

Si vous avez installé MSYS2, vous pouvez facilement installer MinGW et d'autres dépendances en utilisant la commande suivante :

pacman -S mingw-w64-x86_64-python3-pip mingw-w64-x86_64-gcc  \
    mingw-w64-i686-python3-pip mingw-w64-i686-gcc make

Pour chaque sous-système MinGW de MSYS2, vous devez ensuite exécuter pip3 install scons dans sa console.

Voir aussi

Pour récupérer le code source de Godot pour le compiler, voir Obtenir la source.

Pour un aperçu général de l'utilisation de SCons pour Godot, voir Introduction au buildsystem.

Configuration de SCons

Pour installer SCons, ouvrez l'invite de commande et exécutez la commande suivante :

python -m pip install scons

Si le message suivant s'affiche : "Installation par défaut par l'utilisateur parce que normal site-packages n'est pas accessible en écriture", il se peut que vous deviez exécuter à nouveau cette commande en utilisant des droits élevés. Ouvrez une nouvelle invite de commande en tant qu'administrateur puis exécutez à nouveau la commande pour vous assurer que SCons est disponible dans le PATH.

Pour vérifier si vous avez correctement installé Python et SCons, il faut taper python --version et scons --version dans l'invite de commande (cmd.exe).

Si les commandes ci-dessus ne fonctionnent pas, assurez-vous d'ajouter Python dans votre variable d'environnement PATH après son installation, puis vérifiez de nouveau. Vous pouvez le faire en exécutant de nouveau l'installateur Python et en activant l'option pour ajouter Python au PATH.

Si SCons n'arrive pas à détecter votre installation de Visual Studio, ça peut être pare que votre version de SCons est trop ancienne. Mettez-la à jour avec python -m pip install --upgrade scons.

Téléchargement des sources de Godot

Voir Obtenir la source pour plus d'informations.

Le tutoriel suppose que vous avez placé le code source dans le répertoire C:\godot.

Avertissement

Pour éviter les ralentissements causés par une recherche continue de virus pendant la compilation, ajoutez le dossier source de Godot à la liste des exceptions de votre logiciel antivirus.

For Windows Defender, hit the Windows key, type "Windows Security" then hit Enter. Click on Virus & threat protection on the left panel. Under Virus & threat protection settings click on Manage Settings and scroll down to Exclusions. Click Add or remove exclusions then add the Godot source folder.

Compilation

Sélection d'un compilateur

SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW-w64, pass use_mingw=yes to the SCons command line. Note that MSVC builds cannot be performed from the MSYS2 or MinGW shells. Use either cmd.exe or PowerShell instead. If you are using MinGW-LLVM, pass both use_mingw=yes and use_llvm=yes to the SCons command line.

Astuce

During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use. This is particularly the case for the GDScript VM which performs much better with MinGW compared to MSVC. Therefore, it's recommended to use MinGW to produce builds that you distribute to players.

All official Godot binaries are built in custom containers using MinGW.

Exécuter SCons

After opening a command prompt, change to the root directory of the engine source code (using cd) and type:

C:\godot> scons platform=windows

Note

Lors de la compilation avec plusieurs threads CPU, Scons peut avertir à propos de pywin32. Vous pouvez ignorer cette avertissement en toute sécurité.

Astuce

If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options dev_build=yes or dev_mode=yes. See Development and production aliases for more info.

If all goes well, the resulting binary executable will be placed in C:\godot\bin\ with the name godot.windows.editor.x86_32.exe or godot.windows.editor.x86_64.exe. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using arch=x86_64, arch=x86_32, or arch=arm64.

Ce fichier exécutable contient l'ensemble du moteur et peut s'exécuter sans aucune dépendance. L'exécuter fera apparaître le Gestionnaire de Projet.

Astuce

If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option production=yes. This enables additional compiler optimizations and link-time optimization.

LTO takes some time to run and requires up to 30 GB of available RAM while compiling (depending on toolchain). If you're running out of memory with the above option, use production=yes lto=none or production=yes lto=thin (LLVM only) for a lightweight but less effective form of LTO.

Note

Si vous souhaitez utiliser des paramètres d'édition séparés pour vos propres constructions Godot et vos versions officielles, vous pouvez activer Mode autonome en créant un fichier appelé ._sc_ ou _sc_ dans le dossier bin/.

Compiling with support for Direct3D 12

By default, builds of Godot do not contain support for the Direct3D 12 graphics API.

You can install the required dependencies by running python misc/scripts/install_d3d12_sdk_windows.py in the Godot source repository. After running this script, add the d3d12=yes SCons option to enable Direct3D 12 support. This will use the default paths for the various dependencies, which match the ones used in the script.

You can find the detailed steps below if you wish to set up dependencies manually, but the above script handles everything for you (including the optional PIX and Agility SDK components).

  • godot-nir-static library. We compile the Mesa libraries you will need into a static library. Download it anywhere, unzip it and remember the path to the unzipped folder, you will need it below.

Note

You can optionally build the godot-nir-static libraries yourself with the following steps:

  1. Install the Python package mako which is needed to generate some files.

  2. Clone the godot-nir-static directory and navigate to it.

  3. Run the following:

    git submodule update --init
    ./update_mesa.sh
    scons
    

    If you are building with MinGW-w64, add use_mingw=yes to the scons command, you can also specify build architecture using arch={architecture}. If you are building with MinGW-LLVM, add both use_mingw=yes and use_llvm=yes to the scons command.

    If you are building with MinGW and the binaries are not located in the PATH, add mingw_prefix="/path/to/mingw" to the scons command.

    Mesa static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot.

Optionally, you can compile with the following for additional features:

  • PIX is a performance tuning and debugging application for Direct3D12 applications. If you compile-in support for it, you can get much more detailed information through PIX that will help you optimize your game and troubleshoot graphics bugs. To use it, download the WinPixEventRuntime package. You will be taken to a NuGet package page where you can click "Download package" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path.

  • Agility SDK can be used to provide access to the latest Direct3D 12 features without relying on driver updates. To use it, download the latest Agility SDK package. You will be taken to a NuGet package page where you can click "Download package" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path.

Note

If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used.

Note

If you want to use a PIX with MinGW build, navigate to PIX runtime directory and use the following commands to generate import library:

# For x86-64:
gendef ./bin/x64/WinPixEventRuntime.dll
dlltool --machine i386:x86-64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/x64/libWinPixEventRuntime.a

# For ARM64:
gendef ./bin/ARM64/WinPixEventRuntime.dll
dlltool --machine arm64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/ARM64/libWinPixEventRuntime.a

When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries:

C:\godot> scons platform=windows d3d12=yes mesa_libs=<...>

Or, with all options enabled:

C:\godot> scons platform=windows d3d12=yes mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>

Note

For the Agility SDK's DLLs you have to explicitly choose the kind of workflow. Single-arch is the default (DLLs copied to bin/). If you pass agility_sdk_multi_arch=yes to SCons, you'll opt-in for multi-arch. DLLs will be copied to the appropriate bin/<arch>/ subdirectories and at runtime the right one will be loaded.

Compiling with ANGLE support

ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used to improve support for the Compatibility renderer on some older GPUs with outdated OpenGL drivers and on Windows for ARM.

By default, Godot is built with dynamically linked ANGLE, you can use it by placing libEGL.dll and libGLESv2.dll alongside the executable.

Note

You can use dynamically linked ANGLE with export templates as well, rename aforementioned DLLs to libEGL.{architecture}.dll and libGLESv2.{architecture}.dll and place them alongside export template executables, and libraries will be automatically copied during the export process.

To compile Godot with statically linked ANGLE:

  • Download pre-built static libraries from godot-angle-static library, and unzip them.

  • When building Godot, add angle_libs={path} to tell SCons where to look for the ANGLE libraries:

    scons platform=windows angle_libs=<...>
    

Note

You can optionally build the godot-angle-static libraries yourself with the following steps:

  1. Clone the godot-angle-static directory and navigate to it.

  2. Run the following command:

    git submodule update --init
    ./update_angle.sh
    scons
    

    If you are buildng with MinGW, add use_mingw=yes to the command, you can also specify build architecture using arch={architecture}. If you are building with MinGW-LLVM, add both use_mingw=yes and use_llvm=yes to the scons command.

    If you are building with MinGW and the binaries are not located in the PATH, add mingw_prefix="/path/to/mingw" to the scons command.

    ANGLE static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot.

Development in Visual Studio

L'utilisation d'un IDE n'est pas nécessaire pour compiler Godot, car SCons s'occupe de tout. Mais si vous avez l'intention de développer le moteur de jeu ou de déboguer son code C++, vous serez sûrement amenés à configurer un éditeur de code ou un IDE.

Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution.

Vous pouvez créer une solution Visual Studio avec SCons en lançant SCons avec le paramètre vsproj=yes, comme ceci :

scons platform=windows vsproj=yes

Vous serez maintenant capable d'ouvrir les sources de Godot dans une solution Visual Studio, et à même de construire Godot en utilisant le bouton Build de Visual Studio.

Voir aussi

Voir Visual Studio pour plus de détails.

Compilation croisée pour Windows à partir d'autres systèmes d'exploitation

If you are a Linux or macOS user, you need to install MinGW-w64, which typically comes in 32-bit and 64-bit variants, or MinGW-LLVM, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:

Arch Linux

pacman -Sy mingw-w64

Debian / Ubuntu

apt install mingw-w64

Fedora

dnf install mingw64-gcc-c++ mingw64-winpthreads-static \
            mingw32-gcc-c++ mingw32-winpthreads-static

macOS

brew install mingw-w64

Mageia

urpmi mingw64-gcc-c++ mingw64-winpthreads-static \
      mingw32-gcc-c++ mingw32-winpthreads-static

Avant de tenter la compilation, SCons vérifiera les binaires suivants dans votre variable d'environnement PATH :

# for MinGW-w64
i686-w64-mingw32-gcc
x86_64-w64-mingw32-gcc

# for MinGW-LLVM
aarch64-w64-mingw32-clang
i686-w64-mingw32-clang
x86_64-w64-mingw32-clang

If the binaries are not located in the PATH (e.g. /usr/bin), you can define the following environment variable to give a hint to the build system:

export MINGW_PREFIX="/path/to/mingw"

Where /path/to/mingw is the path containing the bin directory where i686-w64-mingw32-gcc and x86_64-w64-mingw32-gcc are located (e.g. /opt/mingw-w64 if the binaries are located in /opt/mingw-w64/bin).

Pour vous assurer que vous faites les choses correctement, l'exécution de ce qui suit dans le shell devrait aboutir à un compilateur qui fonctionne (la version de la sortie peut différer en fonction de votre système) :

${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
# x86_64-w64-mingw32-gcc (GCC) 13.2.0

Note

If you are building with MinGW-LLVM, add use_llvm=yes to the scons command.

Note

When cross-compiling for Windows using MinGW-w64, keep in mind only x86_64 and x86_32 architectures are supported. MinGW-LLVM supports arm64 as well. Be sure to specify the right arch= option when invoking SCons if building from a different architecture.

Dépannage

La compilation croisée à partir de certaines versions d'Ubuntu peut conduire à ce bogue, en raison d'une configuration par défaut ne supportant pas le threading POSIX.

Vous pouvez modifier cette configuration en suivant ces instructions, pour 64 bits :

sudo update-alternatives --config x86_64-w64-mingw32-gcc
<choose x86_64-w64-mingw32-gcc-posix from the list>
sudo update-alternatives --config x86_64-w64-mingw32-g++
<choose x86_64-w64-mingw32-g++-posix from the list>

Et pour 32-bit :

sudo update-alternatives --config i686-w64-mingw32-gcc
<choose i686-w64-mingw32-gcc-posix from the list>
sudo update-alternatives --config i686-w64-mingw32-g++
<choose i686-w64-mingw32-g++-posix from the list>

Création de modèles d'exportation Windows

Windows export templates are created by compiling Godot without the editor, with the following flags:

C:\godot> scons platform=windows target=template_debug arch=x86_32
C:\godot> scons platform=windows target=template_release arch=x86_32
C:\godot> scons platform=windows target=template_debug arch=x86_64
C:\godot> scons platform=windows target=template_release arch=x86_64
C:\godot> scons platform=windows target=template_debug arch=arm64
C:\godot> scons platform=windows target=template_release arch=arm64

If you plan on replacing the standard export templates, copy these to the following location, replacing <version> with the version identifier (such as 4.2.1.stable or 4.3.dev):

%APPDATA%\Godot\export_templates\<version>\

Avec les noms suivants :

windows_debug_x86_32_console.exe
windows_debug_x86_32.exe
windows_debug_x86_64_console.exe
windows_debug_x86_64.exe
windows_debug_arm64_console.exe
windows_debug_arm64.exe
windows_release_x86_32_console.exe
windows_release_x86_32.exe
windows_release_x86_64_console.exe
windows_release_x86_64.exe
windows_release_arm64_console.exe
windows_release_arm64.exe

Cependant, si vous utilisez des modules personnalisés ou du code personnalisé dans moteur, vous pouvez plutôt vouloir configurer vos binaires comme modèles d'exportation personnalisés ici :

../../../_images/wintemplates.webp

Select matching architecture in the export config.

Vous n'avez pas besoin de les copier dans ce cas, il suffit de référencer les fichiers résultants dans le répertoire bin\ de votre dossier source Godot, de sorte que la prochaine fois que vous construirez, vous aurez automatiquement les modèles personnalisés référencés.