index.rst 2.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869
  1. Building from source
  2. ====================
  3. .. highlight:: shell
  4. Godot prides itself on being very easy to build, by C++ projects' standards.
  5. :ref:`Godot uses the SCons build system <doc_faq_why_scons>`, and after the initial
  6. setup compiling the engine for your current platform should be as easy as running::
  7. scons
  8. But you will probably need to use at least some of the available options to configure
  9. the build to match your specific needs, be it a custom engine fork, a lightweight build
  10. stripped of extra modules, or an executable targetting engine development.
  11. The articles below should help you navigate configuration options available, as well as
  12. prerequisites required to compile Godot exactly the way you need.
  13. Basics of building Godot
  14. ------------------------
  15. Let's start with basics, and learn how to get Godot's source code, and then which options
  16. to use to compile it regardless of your target platform.
  17. .. toctree::
  18. :maxdepth: 1
  19. :name: toc-devel-compiling
  20. getting_source
  21. introduction_to_the_buildsystem
  22. Building for target platforms
  23. -----------------------------
  24. Below you can find instructions for compiling the engine for your specific target platform.
  25. Note that Godot supports cross-compilation, which means you can compile it for a target platform
  26. that doesn't match your current platform (say, target Linux while being on Windows). The guides
  27. will try their best to cover all possible situations.
  28. .. toctree::
  29. :maxdepth: 1
  30. :name: toc-devel-compiling-platforms
  31. compiling_for_windows
  32. compiling_for_linuxbsd
  33. compiling_for_macos
  34. compiling_for_android
  35. compiling_for_ios
  36. cross-compiling_for_ios_on_linux
  37. compiling_for_web
  38. Other compilation targets and options
  39. -------------------------------------
  40. Some additional universal compilation options require further setup. Namely, while Godot
  41. does have C#/.NET support as a part of its main codebase, it does not get compiled by
  42. default to reduce the executable size for users who don't need C# for their projects.
  43. Articles below explain how to configure the buildsystem for cases like this, and also
  44. cover some optimization techniques.
  45. .. toctree::
  46. :maxdepth: 1
  47. :name: toc-devel-compiling-options
  48. compiling_with_dotnet
  49. compiling_with_script_encryption_key
  50. optimizing_for_size