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Cleanups to the compiling for the windows section.
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Compiling for Windows
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# Compiling for Windows
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=====================
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This page describes how to compile Windows editor and export template binaries from source. If you're looking to
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export your project to Windows instead, read `doc_exporting_for_windows`.
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See also:
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This page describes how to compile Windows editor and export template binaries from source.
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If you're looking to export your project to Windows instead, read `doc_exporting_for_windows`.
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Requirements
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------------
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## Requirements
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For compiling under Windows, the following is required:
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@ -26,7 +20,7 @@ For compiling under Windows, the following is required:
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- `SCons ( https://www.scons.org/ )` build system. Using the latest release is
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recommended, especially for proper support of recent Visual Studio releases.
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Note:
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### Note:
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If you have `Scoop ( https://scoop.sh/ )` installed, you can easily
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install MinGW and other dependencies using the following command:
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@ -34,7 +28,7 @@ Note:
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scoop install gcc python scons make
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```
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Note:
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### Note:
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If you have `MSYS2 ( https://www.msys2.org/ )` installed, you can easily
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install MinGW and other dependencies using the following command:
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@ -46,15 +40,13 @@ Note:
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For each MSYS2 MinGW subsystem, you should then run
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`pip3 install scons` in its shell.
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See also:
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To get the Godot source code for compiling, see
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`doc_getting_source`.
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### See also:
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For a general overview of SCons usage for Godot, see
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`doc_introduction_to_the_buildsystem`.
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To get the Godot source code for compiling, see `doc_getting_source`.
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Setting up SCons
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----------------
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For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
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## Setting up SCons
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To install SCons, open the command prompt and run the following command:
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@ -82,9 +74,7 @@ SCons version is too old. Update it to the latest version with
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`python -m pip install --upgrade scons`.
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Installing Visual Studio caveats
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--------------------------------
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## Installing Visual Studio caveats
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If installing Visual Studio 2017 or 2019, make sure to enable **C++** in
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the list of workflows to install.
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@ -97,32 +87,25 @@ C++ support, run the installer again; it should present you a **Modify** button.
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Running the installer from *Add/Remove Programs* will only give you
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a **Repair** option, which won't let you install C++ tools.
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Downloading Godot's source
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--------------------------
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## Downloading Godot's source
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Refer to `doc_getting_source` for detailed instructions.
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The tutorial will assume from now on that you placed the source code in
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`C:\godot`.
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The tutorial will assume from now on that you placed the source code in `C:\godot`.
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Warning:
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### Warning:
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To prevent slowdowns caused by continuous virus scanning during compilation, add the Godot source
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folder to the list of exceptions in your antivirus software.
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To prevent slowdowns caused by continuous virus scanning during compilation,
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add the Godot source folder to the list of exceptions in your antivirus
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software.
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For Windows Defender, hit the :kbd:`Windows` key, type "Windows Defender Settings" then hit :kbd:`Enter`.
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For Windows Defender, hit the :kbd:`Windows` key, type
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"Windows Defender Settings" then hit :kbd:`Enter`.
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Under **Virus & threat protection**, go to **Virus & threat protection setting**
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and scroll down to **Exclusions**. Click **Add or remove exclusions** then
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add the Godot source folder.
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Under **Virus & threat protection**, go to **Virus & threat protection setting** and scroll
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down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder.
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Compiling
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---------
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## Compiling
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Selecting a compiler
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~~~~~~~~~~~~~~~~~~~~
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### Selecting a compiler
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SCons will automatically find and use an existing Visual Studio installation.
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If you do not have Visual Studio installed, it will attempt to use
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@ -136,8 +119,7 @@ as it links the Godot binary much faster than MinGW. However, MinGW can
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produce more optimized binaries using link-time optimization (see below),
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making it a better choice for production use.
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Running SCons
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~~~~~~~~~~~~~
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### Running SCons
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After opening a command prompt, change to the root directory of
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the engine source code (using `cd`) and type:
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@ -156,9 +138,7 @@ In general, it is OK to have at least as many threads compiling Godot as you
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have cores in your CPU, if not one or two more. Feel free to add the `-j`
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option to any SCons command you see below.
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Note:
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When compiling with multiple CPU threads, SCons may warn about
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pywin32 being missing. You can safely ignore this warning.
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Note: When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning.
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If all goes well, the resulting binary executable will be placed in
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`C:\godot\bin\` with the name `godot.windows.tools.32.exe` or
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@ -170,23 +150,20 @@ This executable file contains the whole engine and runs without any
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dependencies. Running it will bring up the Project Manager.
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Note:
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If you are compiling Godot for production use, then you can
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make the final executable smaller and faster by adding the
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If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the
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SCons option `target=release_debug`.
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If you are compiling Godot with MinGW, you can make the binary
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even smaller and faster by adding the SCons option `use_lto=yes`.
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As link-time optimization is a memory-intensive process,
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this will require about 7 GB of available RAM while compiling.
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If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons
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option `use_lto=yes`. As link-time optimization is a memory-intensive process, this will require about
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7 GB of available RAM while compiling.
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Note:
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If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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`doc_data_paths_self_contained_mode` by creating a file called
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`._sc_` or `sc_` in the `bin/` folder.
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Development in Visual Studio
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----------------------------
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If you want to use separate editor settings for your own Godot builds and official releases, you can enable
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`doc_data_paths_self_contained_mode` by creating a file called `._sc_` or `sc_` in the `bin/` folder.
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## Development in Visual Studio
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Using an IDE is not required to compile Godot, as SCons takes care of everything.
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But if you intend to do engine development or debugging of the engine's C++ code,
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@ -208,37 +185,40 @@ and able to build Godot using Visual Studio's **Build** button.
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See also:
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See `doc_configuring_an_ide_vs` for further details.
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Cross-compiling for Windows from other operating systems
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--------------------------------------------------------
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## Cross-compiling for Windows from other operating systems
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If you are a Linux or macOS user, you need to install
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`MinGW-w64 ( https://mingw-w64.org/doku.php )`, which typically comes in 32-bit
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and 64-bit variants. The package names may differ based on your distribution,
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here are some known ones:
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+----------------+--------------------------------------------------------------+
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| **Arch Linux** | Install `mingw-w64-gcc from the AUR`. |
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+----------------+--------------------------------------------------------------+
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| **Debian** / | |
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| **Ubuntu** | |
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| | apt install mingw-w64 |
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+----------------+--------------------------------------------------------------+
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| **Fedora** | |
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| | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
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| | mingw32-gcc-c++ mingw32-winpthreads-static |
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+----------------+--------------------------------------------------------------+
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| **macOS** | |
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| | brew install mingw-w64 |
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+----------------+--------------------------------------------------------------+
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| **Mageia** | |
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| | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
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| | mingw32-gcc-c++ mingw32-winpthreads-static |
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+----------------+--------------------------------------------------------------+
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**Arch Linux**
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.. _mingw-w64-gcc from the AUR: https://aur.archlinux.org/packages/mingw-w64-gcc/
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Install `mingw-w64-gcc` from the AUR: https://aur.archlinux.org/packages/mingw-w64-gcc/
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**Debian** / **Ubuntu**
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```
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apt install mingw-w64
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```
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**Fedora**
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```
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dnf install mingw64-gcc-c++ mingw64-winpthreads-static mingw32-gcc-c++ mingw32-winpthreads-static
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```
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**macOS**
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```
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brew install mingw-w64
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```
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**Mageia**
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```
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urpmi mingw64-gcc-c++ mingw64-winpthreads-static mingw32-gcc-c++ mingw32-winpthreads-static
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```
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Before attempting the compilation, SCons will check for
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the following binaries in your `PATH` environment variable:
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@ -266,8 +246,7 @@ differ based on your system):
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# i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
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```
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Troubleshooting
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~~~~~~~~~~~~~~~
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### Troubleshooting
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Cross-compiling from some Ubuntu versions may lead to
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`this bug ( https://github.com/godotengine/godot/issues/9258 )`,
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@ -292,8 +271,7 @@ And for 32-bit:
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<choose i686-w64-mingw32-g++-posix from the list>
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```
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Creating Windows export templates
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---------------------------------
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### Creating Windows export templates
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Windows export templates are created by compiling Godot without the editor,
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with the following flags:
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