godot-docs/advanced/compiling_for_osx.rst

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Compiling for OSX
=================
.. highlight:: shell
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
"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
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
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ for being able
to use OS X as target. First, follow the instructions to install it:
# 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