godot-docs/advanced_topics/compiling_for_osx.rst

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