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Clarify production=yes SCons option in Compiling for Linux/*BSD
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@@ -266,14 +266,15 @@ Manager.
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would not build.
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For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler.
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.. note:: If you are compiling Godot for production use, then you can
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make the final executable smaller and faster by adding the
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SCons options ``target=template_release production=yes``.
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.. tip:: If you are compiling Godot for production use, you can
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make the final executable smaller and faster by adding the
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SCons option ``production=yes``. This enables additional compiler
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optimizations and link-time optimization.
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If you are compiling Godot with GCC, you can make the binary
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even smaller and faster by adding the SCons option ``lto=full``.
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As link-time optimization is a memory-intensive process,
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this will require about 7 GB of available RAM while compiling.
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LTO takes some time to run and requires about 7 GB of available RAM
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while compiling. If you're running out of memory with the above option,
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use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
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lightweight but less effective form of LTO.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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@@ -159,14 +159,15 @@ your CPU architecture, but this can be overridden using ``arch=x86_64`` or
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This executable file contains the whole engine and runs without any
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dependencies. Running it will bring up the Project Manager.
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.. note:: If you are compiling Godot for production use, then you can
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make the final executable smaller and faster by adding the
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SCons option ``target=template_release``.
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.. tip:: If you are compiling Godot for production use, you can
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make the final executable smaller and faster by adding the
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SCons option ``production=yes``. This enables additional compiler
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optimizations and link-time optimization.
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If you are compiling Godot with MinGW, you can make the binary
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even smaller and faster by adding the SCons option ``lto=full``.
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As link-time optimization is a memory-intensive process,
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this will require about 7 GB of available RAM while compiling.
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LTO takes some time to run and requires about 7 GB of available RAM
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while compiling. If you're running out of memory with the above option,
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use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
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lightweight but less effective form of LTO.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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@@ -203,7 +204,7 @@ To compile Godot with Direct3D 12 support you need at least the following:
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./update_mesa.sh
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scons
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If you are buildng with MinGW, add ``use_mingw=yes`` to the ``scons``
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If you are building with MinGW, add ``use_mingw=yes`` to the ``scons``
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command, you can also specify build architecture using ``arch={architecture}``.
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Mesa static library should be built using the same compiler you are
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