Fedora 36 for the Windows builder, and keeping CentOS 7 but applying updates for the Linux one (needed to get newer ca-certificates). |
||
---|---|---|
arch | ||
board | ||
boot | ||
configs | ||
docs | ||
fs | ||
linux | ||
package | ||
support | ||
system | ||
toolchain | ||
utils | ||
.defconfig | ||
.flake8 | ||
.gitignore | ||
.gitlab-ci.yml | ||
CHANGES | ||
COPYING | ||
Config.in | ||
Config.in.legacy | ||
DEVELOPERS | ||
Dockerfile.linux-builder | ||
Dockerfile.windows-builder | ||
Makefile | ||
Makefile.legacy | ||
README.md | ||
README.upstream | ||
build-sdk.sh | ||
build-windows.sh | ||
clean-linux-toolchain.sh | ||
config-godot-armv7 | ||
config-godot-i686 | ||
config-godot-x86_64 | ||
installer.nsis | ||
pkg-config.bat |
README.md
Godot buildroot
This repository contains the Godot buildroot to generate toolchains for building the Godot engine in a portable way for Linux. Using these toolchains is the best way to distribute Linux builds of your custom-compiled Godot game.
You will only need this if you built the engine manually. If you use official templates you will not need this
The toolchain current contains the following:
- gcc-10.2.0
- glibc-2.19
- pulseaudio
- alsa
- X client libraries
- udev
- libGL
Using the SDKs
This section is first because there's a lot of stuff below and this is likely what you came here for. Don't forget to check out the Obtaining an SDK
section below!
The first part of an SDK filename referes to the architecture that this SDK will generate binaries for. If you want to ship your game to both 32bit and 64bit Intel/AMD users you will need both x86_64-godot-linux-gnu_sdk-buildroot.tar.gz
and i686-godot-linux-gnu_sdk-buildroot.tar.gz
.
Unpack the toolchain anywhere you like and run the relocate-sdk.sh
script within. This needs to happen every time you move the toolchain to a different directory, but only needs to happen once after installation.
After this you can build the engine more-or-less like normal. For instance for x86_64
:
PATH=/home/hp/tmp/x86_64-godot-linux-gnu_sdk-buildroot/bin:$PATH scons p=x11 target=release_debug -j64 use_static_cpp=yes
For 32-bit Intel:
PATH=/home/hp/tmp/i686-godot-linux-gnu_sdk-buildroot/bin/:$PATH scons p=x11 target=release_debug -j64 use_static_cpp=yes bits=32
Note the bits=32
at the end!
And for 32bit ARM:
PATH=/home/hp/tmp/arm-godot-linux-gnueabihf_sdk-buildroot/bin/:$PATH scons p=x11 target=release_debug -j64 use_static_cpp=yes CCFLAGS="-mtune=cortex-a72 -mcpu=cortex-a72 -mfloat-abi=hard -mlittle-endian -munaligned-access -mfpu=neon-fp-armv8" module_denoise_enabled=no module_raycast_enabled=no module_webm_enabled=no
For other build-time options please see https://docs.godotengine.org/en/stable/development/compiling/compiling_for_x11.html
Obtaining an SDK
Downloading a pre-built SDK
Pre-built toolchains are available on https://download.tuxfamily.org/godotengine/toolchains/linux.
Using buildroot to generate SDKs
Building a toolchain for local use
Using this method will create a toolchain you yourself can use to create Godot releases that will work on any Linux system currently in use. However the toolchain you generate will not be portable to older Linuxes. If you plan to distribute the toolchain itself use the podman method below
The basic steps for building a toolchain are:
- copy
config-godot-<arch>
to.config
- run
make olddefconfig
- run
make clean sdk
Afterwards the SDK will be in output/images/<arch>-godot-linux-gnu_sdk-buildroot.tar.gz
.
NOTE: that make clean sdk
will delete old builds. Move them out of the way first!
Building a toolchain for distribution
This method uses a CentOS7 container to make the buildroot itself portable so it can be distributed to other users. This is also the way the downloads above are generated.
- run
./build-sdk.sh <host> <arch>
for instance./build-sdk.sh linux-x86_64 x86_64
Run ./build-sdk.sh
without arguments to get a list of valid hosts and arches.
The toolchain will appear in the godot-toolchains
directory.
Modifying the toolchain
For detailed information please see https://buildroot.org however a short version is here:
NOTE: re-running the build-sdk.sh script will overwrite your changes by default. Take care
- Copy the architecture you would like to change to
.config
for instancecp config-godot-x86_64 .config
- Run
make menuconfig
- Make your changes
At this point your changes exist in .config. Make a backup. If you're building for local use just run make clean sdk
, if you're using the container approach copy your .config
file to the arch config like config-godot-x64_64
Making Pull Requests for this repository
First of all: Thanks for wanting to help! Second of all: Since we support multiple architectures make sure that you make the same changes to all architectures and PR them together. If you specifically want to make a change to one architecture please note that clearly in the PR message.
Thanks!