After you have the engine with the required modules, you can go ahead, and just open the project inside the `game` folder.
Usually after the initial import it will need a restart, however everything should work after that.
## The required engine modules
These are the required engine modules, they are listed here for completeness`s sake, the project's setup script will install these for you automatically! See the [Compiling](#compiling) section.
First make sure, that you have everything installed to be able to compile the engine. See: See the [official docs for compiling Godot](https://docs.godotengine.org/en/latest/development/compiling/index.html) for more info.
Now let's run the project's setup script, by calling scons without arguments.
``` scons ```
This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http.
(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)
Once it is done you can compile the engine, either by going into the engine folder and following the
[official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html), or by using [build words](#build-words) without changing directories.
Once the build finishes you can find the editor executable inside the `./engine/bin/` folder, but you can also run it using the provided `editor.sh`,
or `editor.bat` (These will create a copy, so you can compile while the editor is running).
### Build words
The project's setup script contains support for "build words". These can be used from the root of this project.
For example to build the editor for windows with 4 threads you can use:
``` scons bew -j4 ```
The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
The rest of the arguments will be passed directly to godot's scons script.
#### Editor
Append `e` to build with `tools=yes` a.k.a. the editor.
``` scons bew -j4 ```
if you omit `e`, the system will build the export template for you. For example:
``` scons bw -j4 ```
This will be the `release_debug` windows export template.
#### Platform abbreviations
`l`: linux \
`w`: windows \
`a`: android \
`j`: Javascript \
`i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) \
Mac OSX: Not yet finished, use `build_osx.sh`
#### Target abbreviations
By default the system builds in release_debug.
Append `d` for debug, or `r` for release.
``` scons bewd -j4 ```
build editor windows debug
``` scons bwr -j4 ```
build windows release (this will build the windows release export template)
#### Shared modules
Note: This only works on linux!
append `s` to the build string.
Optionally you can also make the build system only build a target module, by appending one of these:
`E`: Entity Spell System \
`T`: Texture Packer \
`V`: Voxelman \
`W`: World Generator \
`P`: Procedural Animations
Example:
``` scons belsE -j4 ```
build editor linux shared (Entity Spell System) with 4 threads
Note: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project.
#### Other
Append `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.