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godot-docs-l10n/sphinx/templates/engine_details/development/compiling/index.pot
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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/engine_details/development/compiling/index.rst:6
msgid "Building from source"
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:10
msgid "Godot prides itself on being very easy to build, by C++ project standards. :ref:`Godot uses the SCons build system <doc_faq_why_scons>`, and after the initial setup compiling the engine for your current platform should be as easy as running:"
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:18
msgid "But you will probably need to use at least some of the available options to configure the build to match your specific needs, be it a custom engine fork, a lightweight build stripped of extra modules, or an executable targeting engine development."
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:22
msgid "The articles below should help you navigate configuration options available, as well as prerequisites required to compile Godot exactly the way you need."
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:-1
msgid "Basics of building Godot"
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:28
msgid "Let's start with basics, and learn how to get Godot's source code, and then which options to use to compile it regardless of your target platform."
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:-1
msgid "Building for target platforms"
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:41
msgid "Below you can find instructions for compiling the engine for your specific target platform. Note that Godot supports cross-compilation, which means you can compile it for a target platform that doesn't match your current platform (say, target Linux while being on Windows). The guides will try their best to cover all possible situations."
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:-1
msgid "Other compilation targets and options"
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:62
msgid "Some additional universal compilation options require further setup. Namely, while Godot does have C#/.NET support as a part of its main codebase, it does not get compiled by default to reduce the executable size for users who don't need C# for their projects."
msgstr ""
#: ../../docs/engine_details/development/compiling/index.rst:66
msgid "Articles below explain how to configure the buildsystem for cases like this, and also cover some optimization techniques."
msgstr ""