Cleanups to the compiling for the web section.

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Relintai 2023-04-06 23:35:49 +02:00
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@ -1,17 +1,11 @@
# Compiling for the Web
This page describes how to compile HTML5 editor and export template binaries from source. If you're looking
to export your project to HTML5 instead, read `doc_exporting_for_web`.
Compiling for the Web
=====================
See also:
This page describes how to compile HTML5 editor and export template binaries from source.
If you're looking to export your project to HTML5 instead, read `doc_exporting_for_web`.
Requirements
------------
## Requirements
To compile export templates for the Web, the following is required:
@ -19,15 +13,11 @@ To compile export templates for the Web, the following is required:
- `Python 3.5+ ( https://www.python.org/ )`.
- `SCons 3.0+ ( https://www.scons.org )` build system.
See also:
To get the Godot source code for compiling, see
`doc_getting_source`.
For a general overview of SCons usage for Godot, see
`doc_introduction_to_the_buildsystem`.
To get the Godot source code for compiling, see `doc_getting_source`.
For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
Building export templates
-------------------------
## Building export templates
Before starting, confirm that `emcc` is available in your PATH. This is
usually configured by the Emscripten SDK, e.g. when invoking `emsdk activate`
@ -70,45 +60,36 @@ And `webassembly_debug.zip` for the debug template:
mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
```
Threads and GDNative
--------------------
## Threads
The default export templates do not include threads and GDNative support for
The default export templates do not include threads support for
performance and compatibility reasons. See the
`export page ( doc_javascript_export_options )` for more info.
You can build the export templates using the option `threads_enabled=yes` or
`gdnative_enabled=yes` to enable threads or GDNative support:
You can build the export templates using the option `threads_enabled=yes` to enable threads support:
```
scons platform=javascript tools=no threads_enabled=yes target=release
scons platform=javascript tools=no threads_enabled=yes target=release_debug
scons platform=javascript tools=no gdnative_enabled=yes target=release
scons platform=javascript tools=no gdnative_enabled=yes target=release_debug
```
Once finished, the resulting file will be placed in the `bin` subdirectory.
Its name will have either the `.threads` or `.gdnative` suffix.
Its name will have the `.threads` suffix.
Finally, rename the zip archives to `webassembly_release_threads.zip` and
`webassembly_release_gdnative.zip` for the release template:
Finally, rename the zip archives to `webassembly_release_threads.zip` for the release template:
```
mv bin/godot.javascript.opt.threads.zip bin/webassembly_threads_release.zip
mv bin/godot.javascript.opt.gdnative.zip bin/webassembly_gdnative_release.zip
```
And `webassembly_debug_threads.zip` and `webassembly_debug_gdnative.zip` for
the debug template:
And `webassembly_debug_threads.zip` for the debug template:
```
mv bin/godot.javascript.opt.debug.threads.zip bin/webassembly_threads_debug.zip
mv bin/godot.javascript.opt.debug.gdnative.zip bin/webassembly_gdnative_debug.zip
```
Building the Editor
-------------------
## Building the Editor
It is also possible to build a version of the Godot editor that can run in the
browser. The editor version requires threads support and is not recommended