introduction_to_the_buildsystem.rst 7.2 KB

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  1. .. _doc_introduction_to_the_buildsystem:
  2. Introduction to the buildsystem
  3. ===============================
  4. .. highlight:: shell
  5. Scons
  6. -----
  7. Godot uses `Scons <http://www.scons.org>`__ to build. We love it, we are
  8. not changing it for anything else. We are not even sure other build
  9. systems are up to the task of building Godot. We constantly get requests
  10. to move the build system to CMake, or Visual Studio, but this is not
  11. going to happen. There are many reasons why we have chosen SCons over
  12. other alternatives and are listed as follows:
  13. - Godot can be compiled for a dozen different platforms. All PC
  14. platforms, all mobile platforms, many consoles, and many web-based
  15. platforms (such as HTML5 and Chrome PNACL).
  16. - Developers often need to compile for several of the platforms **at
  17. the same time**, or even different targets of the same platform. They
  18. can't afford reconfiguring and rebuilding the project each time.
  19. SCons can do this with no sweat, without breaking the builds.
  20. - SCons will *never* break a build no matter how many changes,
  21. configurations, additions, removals etc. You have more chances to die
  22. struck by lightning than needing to clean and rebuild in SCons.
  23. - Godot build process is not simple. Several files are generated by
  24. code (binders), others are parsed (shaders), and others need to offer
  25. customization (plugins). This requires complex logic which is easier
  26. to write in an actual programming language (like Python) rather than
  27. using a mostly macro-based language only meant for building.
  28. - Godot build process makes heavy use of cross compiling tools. Each
  29. platform has a specific detection process, and all these must be
  30. handled as specific cases with special code written for each.
  31. So, please get at least a little familiar with it if you are planning to
  32. build Godot yourself.
  33. Platform selection
  34. ------------------
  35. Godot's build system will begin by detecting the platforms it can build
  36. for. If not detected, the platform will simply not appear on the list of
  37. available platforms. The build requirements for each platform are
  38. described in the rest of this tutorial section.
  39. Scons is invoked by just calling ``scons``.
  40. However, this will do nothing except list the available platforms, for
  41. example:
  42. ::
  43. user@host:~/godot$ scons
  44. scons: Reading SConscript files ...
  45. No valid target platform selected.
  46. The following were detected:
  47. android
  48. server
  49. javascript
  50. windows
  51. x11
  52. Please run scons again with argument: platform=<string>
  53. scons: done reading SConscript files.
  54. scons: Building targets ...
  55. scons: `.' is up to date.
  56. scons: done building targets.
  57. To build for a platform (for example, x11), run with the ``platform=`` (or just
  58. ``p=`` to make it short) argument:
  59. ::
  60. user@host:~/godot$ scons platform=x11
  61. This will start the build process, which will take a while. If you want
  62. scons to build faster, use the ``-j <cores>`` parameter to specify how many
  63. cores will be used for the build. Or just leave it using one core, so you
  64. can use your computer for something else :)
  65. Example for using 4 cores:
  66. ::
  67. user@host:~/godot$ scons platform=x11 -j 4
  68. Resulting binary
  69. ----------------
  70. The resulting binaries will be placed in the bin/ subdirectory,
  71. generally with this naming convention:
  72. ::
  73. godot.<platform>.[opt].[tools/debug].<architecture>[extension]
  74. For the previous build attempt the result would look like this:
  75. ::
  76. user@host:~/godot$ ls bin
  77. bin/godot.x11.tools.64
  78. This means that the binary is for X11, is not optimized, has tools (the
  79. whole editor) compiled in, and is meant for 64 bits.
  80. A Windows binary with the same configuration will look like this.
  81. ::
  82. C:\GODOT> DIR BIN/
  83. godot.windows.tools.64.exe
  84. Just copy that binary to wherever you like, as it self-contains the
  85. project manager, editor and all means to execute the game. However, it
  86. lacks the data to export it to the different platforms. For that the
  87. export templates are needed (which can be either downloaded from
  88. `godotengine.org <http://godotengine.org>`, or you can build them yourself).
  89. Aside from that, there are a few standard options that can be set in all
  90. build targets, and will be explained as follows.
  91. Tools
  92. -----
  93. Tools are enabled by default in al PC targets (Linux, Windows, OSX),
  94. disabled for everything else. Disabling tools produces a binary that can
  95. run projects but that does not include the editor or the project
  96. manager.
  97. ::
  98. scons platform=<platform> tools=yes/no
  99. Target
  100. ------
  101. Target controls optimization and debug flags. Each mode means:
  102. - **debug**: Build with C++ debugging symbols, runtime checks (performs
  103. checks and reports error) and none to little optimization.
  104. - **release_debug**: Build without C++ debugging symbols and
  105. optimization, but keep the runtime checks (performs checks and
  106. reports errors). Official binaries use this configuration.
  107. - **release**: Build without symbols, with optimization and with little
  108. to no runtime checks. This target can't be used together with
  109. tools=yes, as the tools require some debug functionality and run-time
  110. checks to run.
  111. ::
  112. scons platform=<platform> target=debug/release_debug/release
  113. This flag appends ".debug" suffix (for debug), or ".tools" (for debug
  114. with tools enabled). When optimization is enabled (release) it appends
  115. the ".opt" suffix.
  116. Bits
  117. ----
  118. Bits is meant to control the CPU or OS version intended to run the
  119. binaries. It works mostly on desktop platforms and ignored everywhere
  120. else.
  121. - **32**: Build binaries for 32 bits platform.
  122. - **64**: Build binaries for 64 bits platform.
  123. - **default**: Built whatever the build system feels is best. On Linux
  124. this depends on the host platform (if not cross compiling), while on
  125. Windows and Mac it defaults to produce 32 bits binaries unless 64
  126. bits is specified.
  127. ::
  128. scons platform=<platform> bits=default/32/64
  129. This flag appends ".32" or ".64" suffixes to resulting binaries when
  130. relevant.
  131. Export templates
  132. ----------------
  133. Official export templates are downloaded from the Godot Engine site:
  134. `godotengine.org <http://godotengine.org>`. However, you might want
  135. to build them yourself (in case you want newer ones, you are using custom
  136. modules, or simply don't trust your own shadow).
  137. If you download the official export templates package and unzip it, you
  138. will notice that most are just optimized binaries or packages for each
  139. platform:
  140. ::
  141. android_debug.apk
  142. android_release.apk
  143. javascript_debug.zip
  144. javascript_release.zip
  145. linux_server_32
  146. linux_server_64
  147. linux_x11_32_debug
  148. linux_x11_32_release
  149. linux_x11_64_debug
  150. linux_x11_64_release
  151. osx.zip
  152. version.txt
  153. windows_32_debug.exe
  154. windows_32_release.exe
  155. windows_64_debug.exe
  156. windows_64_release.exe
  157. To create those yourself, just follow the instructions detailed for each
  158. platform in this same tutorial section. Each platform explains how to
  159. create its own template.
  160. If you are working for multiple platforms, OSX is definitely the best
  161. host platform for cross compilation, since you can cross-compile for
  162. almost every target (except for winrt). Linux and Windows come in second
  163. place, but Linux has the advantage of being the easier platform to set
  164. this up.