Compiling for X11 (Linux, *BSD)
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
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Distro-specific one-liners
Alpine Linux |
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Arch Linux |
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Debian / Ubuntu |
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Fedora |
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FreeBSD |
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Gentoo |
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Mageia |
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OpenBSD |
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openSUSE |
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NetBSD |
For audio support, you can optionally install |
Solus |
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Compiling
Start a terminal, go to the root dir of the engine source code and type:
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.
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 use_lto=yes
. 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 -j8 platform=server tools=yes target=release_debug
To compile a debug server build which can be used with remote debugging tools, use:
scons -j8 platform=server tools=no target=release_debug
To compile a server build which is optimized to run dedicated game servers, use:
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:
- (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 use_lld=yes
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.