Compiling for X11 (Linux, *BSD)

    • GCC or Clang
    • Python 3 or 2.7+
    • SCons build system (3.0 or later for Python 3)
    • pkg-config (used to detect the dependencies below)
    • X11, Xcursor, Xinerama, Xi and XRandR development libraries
    • MesaGL development libraries
    • ALSA development libraries
    • PulseAudio development libraries
    • Optional - libudev (build with )

    See also

    For a general overview of SCons usage for Godot, see .

    Start a terminal, go to the root dir of the engine source code and type:

    1. user@host:~/godot$ scons -j8 platform=x11

    A good rule of thumb for the -j (jobs) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the option to any SCons command you see below.

    If all goes well, the resulting binary executable will be placed in the “bin” subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager.

    If you wish to compile using Clang rather than GCC, use this command:

    Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build.

    Note

    If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option target=release_debug.

    Warning

    To build X11 (Linux, *BSD) export templates, run the build system with the following parameters:

    • (32 bits)
    1. user@host:~/godot$ scons platform=x11 tools=no target=release bits=32
    2. user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32
    • (64 bits)
    1. user@host:~/godot$ scons platform=x11 tools=no target=release bits=64
    2. user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64

    Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment.

    To create standard export templates, the resulting files must be copied to:

    1. $HOME/.local/share/godot/templates/[gd-version]/

    and named like this (even for *BSD which is seen as “Linux X11” by Godot):

    1. linux_x11_32_debug
    2. linux_x11_32_release

    However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:

    You don’t even need to copy them, you can just reference the resulting files in the bin/ directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced.