64 lines
1.7 KiB
ReStructuredText
64 lines
1.7 KiB
ReStructuredText
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Compiling for OSX
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=================
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Requirements
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------------
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For compiling under Linux or other Unix variants, the following is
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required:
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- Python 2.7+ (3.0 is untested as of now).
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- SCons build system.
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- XCode
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Compiling
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---------
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Start a terminal, go to the root dir of the engine source code and type:
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::
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user@host:~/godot$ scons platform=osx
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If all goes well, the resulting binary executable will be placed in the
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\\"bin\\" subdirectory. This executable file contains the whole engine
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and runs without any dependencies. Executing it will bring up the
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project manager. There is a .app template to put the binary into in
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tools/Godot.app.
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Cross-compiling
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---------------
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It is possible to compile for OS X in a Linux environment (and maybe
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also in Windows with Cygwin). For that you will need
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\\\ `OSXCross\\ <https://github.com/tpoechtrager/osxcross>`__ for being
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able to use OS X as target. First, follow the instructions to install
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it:
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# Clone the OSXCross repository
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(https://github.com/tpoechtrager/osxcross) somewhere in your machine (or
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download a Zip file and extract it somewhere). E.g.
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::
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~$ git clone https://github.com/tpoechtrager/osxcross.git /home/myuser/sources/osxcross
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#. Follow the instructions to package the SDK:
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https://github.com/tpoechtrager/osxcross#packaging-the-sdk
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#. Follow the instructions to install OSXCross:
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https://github.com/tpoechtrager/osxcross#installation
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After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
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the OSXCross installation (the same place where you cloned the
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repository/extracted the zip. E.g.
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::
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~$ export OSXCROSS_ROOT=/home/myuser/sources/oscross
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Now you can compile with SCons like you normally would:
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::
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~/godot$ scons platform=osx
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