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Informs about 2015 not installing C++ by default (Installing Visual Studio caveats), gives more detail on installing Pywin, and updates the "Development in Visual Studio or other IDEs" section.
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.. _doc_compiling_for_windows:
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Compiling for Windows
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=====================
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.. highlight:: shell
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Requirements
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------------
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For compiling under Windows, the following is required:
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- Visual C++, `Visual
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Studio Community <https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx>`__
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(recommended), at least the 2013 version (12.0) up to 2015 (14.0).
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**Make sure you read Installing Visual Studio caveats bellow or you
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will have to run/download the installer again.**
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- `Python 2.7+ <https://www.python.org/downloads/>`__ (3.0 is
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untested as of now). Using the 32-bits installer is recommended.
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- `Pywin32 Python Extension <https://sourceforge.net/projects/pywin32/files/pywin32/>`__
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for parallel builds (which increase the build speed by a great factor).
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- `SCons <http://www.scons.org>`__ build system.
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Setting up SCons
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----------------
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Python adds the interpreter (python.exe) to the path. It usually
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installs in ``C:\Python`` (or ``C:\Python[Version]``). SCons installs
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inside the Python install and provides a batch file called "scons.bat".
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The location of this file can be added to the path or it can simply be
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copied to ``C:\Python`` together with the interpreter executable.
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To check whether you have installed Python and SCons correctly, you can
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type ``python --version`` and ``scons --version`` into the standard
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Windows Command Prompt (cmd.exe).
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If commands above do not work, make sure you add Python to your PATH
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environment variable after installing it, and check again.
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Setting up Pywin32
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-------------------------
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Pywin32 is required for -j (parallel) builds for multiple cores (for a
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32 bit Python version). If SCons is issuing a warning about Pywin32
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after parsing SConstruct build instructions, when begining to build,
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you need to install it properly from the correct installer executable
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for your python version `located at Sourceforge. <https://sourceforge.net/projects/pywin32/files/pywin32/>`__
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For example, if you installed Python 2.7 32 bit version, you would want
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to install the latest version of Pywin32 (as of writting Build 220) that
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is built for the mentioned version of Python... That executable installer
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would be named "pywin32-220.win32-py2.7.exe".
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Amd64 version of Pywin32 is for a 64 bit version of Python
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"pywin32-220.win-amd64-py2.7.exe". Change the "py" number to install for
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your version of python (check via ``python --version`` mentioned above).
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Installing Visual Studio caveats
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-----------------------------------
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If installing VS 2015, make sure to run **Custom** installation, not
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**Typical** and select C++ as language there (and any other things you might
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need). The installer does not install C++ by default. C++ was the
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`only language made optional <https://blogs.msdn.microsoft.com/vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/>`__
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in VS2015.
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If you have already made the mistake of installing a **Typical**,
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installation, rerun the executable installer you downloaded from
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internet, it will give you a **Modify** Button option. Running the
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install from Add/Remove programs will only give you the "Repair" option,
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which will do nothing for your problem.
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If you're using Express, make sure you get/have a version that can
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compile for ***C++, Desktop***.
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Downloading Godot's source
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--------------------------
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`Godot's <https://github.com/godotengine/godot>`__ source is hosted on
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GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is recommended.
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The tutorial will presume from now on that you placed the source into
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``C:\godot``.
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Compiling
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---------
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SCons will not be able out of the box to compile from the standard
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Windows "Command Prompt" (cmd.exe) because SCons and Visual C++ compiler
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will not be able to locate environment variables and executables they
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need for compilation.
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Therefore, you need to start a Visual Studio command prompt. It sets up
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environment variables needed by SCons to locate the compiler.
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It should be called similar to one of the bellow names (for your
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respective version of Visual Studio):
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* "Developer Command Prompt for VS2013"
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* "VS2013 x64 Native Tools Command Prompt"
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* "VS2013 x86 Native Tools Command Prompt"
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* "VS2013 x64 Cross Tools Command Prompt"
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* "VS2013 x86 Cross Tools Command Prompt"
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You should be able to find at least the Developer Command Prompt for
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your version of Visual Studio in your start menu.
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However Visual Studio sometimes seems to not install some of the above
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shortcuts, except the Developer Console at these locations that are
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automatically searched by the start menu search option:
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::
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Win 7:
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
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If you found the Developer Console, it will do for now to create a 32
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bit version of Godot, but if you want the 64 bit version, you might need
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to setup the prompts manually for easy access.
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If you don't see some of the shortcuts, "How the prompts actually work"
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section bellow will explain how to setup these prompts if you need them.
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About the Developer/Tools Command Prompts and the Visual C++ compiler
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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There is a few things you need to know about these consoles and the
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Visual C++ compiler.
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Your Visual Studio installation will ship with several Visual C++
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compilers, them being more or less identical, however each cl.exe
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(Visual C++ compiler) will compile Godot for a different architecture
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(32 or 64 bit, ARM compiler is not supported).
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The **Developer Command Prompt** will build a 32 bit version of Godot by
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using the 32 bit Visual C++ compiler.
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**Native Tools** Prompts (mentioned above) are used when you want the
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32bit cl.exe to compile a 32 bit executable (x86 Native Tools
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Command Prompt). For the 64 bit cl.exe, it will compile a 64 bit
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executable (x64 Native Tools Command Prompt).
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The **Cross Tools** are used when your Windows is using one architecture
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(32 bit, for example) and you need to compile to a different
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architecture (64 bit). As you might be familiar, 32 bit Windows can not
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run 64 bit executables, but you still might need to compile for them.
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For example:
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* "VS2013 x64 Cross Tools Command Prompt" will use a 32 bit cl.exe that
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will compile a 64 bit application.
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* "VS2013 x86 Cross Tools Command Prompt" will use a 64 bit cl.exe that
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will compile a 32 bit application. This one is useful if you are
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running a 32 bit Windows.
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On a 64 bit Windows, you can run any of above prompts and compilers
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(cl.exe executables) because 64 bit windows can run any 32 bit
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application. 32 bit Windows can not run 64 bit executables, so the
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Visual Studio installer will not even install shortcuts for some of
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these prompts.
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Note that you need to choose the **Developer Console** or the correct
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**Tools Prompt** to build Godot for the correct architecture. Use only
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Native Prompts if you are not sure yet what exactly Cross Compile
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Prompts do.
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Running SCons
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~~~~~~~~~~~~
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Once inside the **Developer Console/Tools Console Prompt**, go to the
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root directory of the engine source code and type:
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::
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C:\godot> scons platform=windows
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Tip: if you installed "Pywin32 Python Extension" you can append the -j
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command to instruct SCons to run parallel builds like this:
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::
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C:\godot> scons -j6 platform=windows
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In general, it is OK to have at least as many threads compiling Godot as
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you have cores in your CPU, if not one or two more, I use -j6
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(six threads) for my 4 core CPU, your mileage may vary. Feel free to add
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-j option to any SCons command you see bellow if you setup the
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"Pywin32 Python Extension".
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If all goes well, the resulting binary executable will be placed in
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``C:\godot\bin\`` with the name of ``godot.windows.tools.32.exe`` or
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``godot.windows.tools.64.exe``. SCons will automatically detect what
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compiler architecture the environment (the prompt) is setup for and will
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build a corresponding executable.
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This executable file contains the whole engine and runs without any
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dependencies. Executing it will bring up the project manager.
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How the prompts actually work
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The Visual Studio command prompts are just shortcuts that call the
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standard Command Prompt and have it run a batch file before giving you
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control. The batch file itself is called **vcvarsall.bat** and it sets up
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environment variables, including the PATH variable, so that the correct
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version of the compiler can be run.The Developer Command Prompt calls a
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different file called **VsDevCmd.bat** but none of the other tools that
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this batch file enables are needed by Godot/SCons.
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Since you are probably using VS2013 or VS2015, if you need to recreate
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them manually, use the bellow folders, or place
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them on the desktop/taskbar:
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::
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
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Start the creation of the shortcut by pressing the ``right mouse
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button/New/Shortcut`` in an empty place in your desired location.
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Then copy one of these commands bellow for the corresponding tool you
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need into the "Path" and "Name" sections of the shortcut creation
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wizard, and fix the path to the batch file if needed.
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* VS2013 is in the "Microsoft Visual Studio 12.0" folder.
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* VS2015 is in the "Microsoft Visual Studio 14.0" folder.
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* etc.
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::
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Name: Developer Command Prompt for VS2013
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\VsDevCmd.bat""
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Name: VS2013 x64 Cross Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86_amd64
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Name: VS2013 x64 Native Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64
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Name: VS2013 x86 Native Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86
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Name: VS2013 x86 Cross Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64_x86
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After you create the shortcut, in the shortcut's properties, that you
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can access by right clicking with your mouse on the shortcut itself, you
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can choose the starting directory of the command prompt ("Start in"
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field).
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Some of these shortcuts (namely the 64 bit compilers) seem to not be
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available in the Express edition of Visual Studio or Visual C++. Before
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recreating the commands, make sure that cl.exe executables are present
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in one of these locations, they are the actual compilers for the
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arhitecture you want to build from the command prompt.
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::
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x86 (32bit) cl.exe
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\cl.exe
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x86 (32bit) cl.exe for crosscompiling to 64bit.
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_amd64\cl.exe
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x64 (64bit) cl.exe
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64\cl.exe
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x64 (64bit) cl.exe for crosscompiling to 32bit.
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64_x86\cl.exe
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In case you are wondering what these prompt shortcuts do, they call the
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standard cmd.exe with \\k option and have it run a batch file...
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::
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%comspec% - path to cmd.exe
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\k - keep alive option of the command prompt
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remainder - command to run via cmd.exe
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cmd.exe \k(eep cmd.exe alive after commands behind this option run) ""runme.bat"" with_this_option
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How to run an automated build of Godot
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If you need to just run the compilation process via a batch file or
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directly in the vanilla Windows Command Prompt you need to do the
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following command:
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::
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"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86
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with one of the following parameters:
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* x86 (32 bit cl.exe to compile for the 32 bit architecture)
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* amd64 (64 bit cl.exe to compile for the 64 bit architecture)
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* x86_amd64 (32 bit cl.exe to compile for the 64 bit architecture)
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* amd64_x86 (64 bit cl.exe to compile for the 32 bit architecture)
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and after that one, you can run SCons:
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::
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scons platform=windows
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or you can do them together:
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::
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32 bit Godot
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"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86 && scons platform=windows
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64 bit Godot
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"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" amd64 && scons platform=windows
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Development in Visual Studio or other IDEs
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------------------------------------------
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For most projects, using only scripting is enough but when development
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in C++ is needed, for creating modules or extending the engine, working
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with an IDE is usually desirable.
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You can create a Visual Studio solution via SCons by running SCons with
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the vsproj=yes parameter, like this:
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::
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scons p=windows vsproj=yes
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You will be able to open Godot's source in a Visual Studio solution now,
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and able to build Godot via the Visual Studio **Build** button. However,
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make sure that you have installed Pywin so that parallel (-j) builds
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work properly.
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If you need to edit the compilation commands, they are located in
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"Godot" project settings, NMAKE sheet. SCons is called at the very end of
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the commands. If you make a mistake, copy the command from one of the
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other build configurations (debug, release_debug, release) or
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architectures (Win32/x64). They are equivalent.
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Cross-compiling for Windows from other operating systems
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---------------
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If you are a Linux or Mac user, you need to install mingw32 and
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mingw-w64. Under Ubuntu or Debian, just run the following commands:
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::
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apt-get install mingw32 mingw-w64
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If you are using another distro, SCons will check for the following
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binaries:
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::
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i586-mingw32msvc-gcc
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i686-w64-mingw32-gcc
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If the binaries are named or located somewhere else, export the
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following env variables:
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::
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export MINGW32_PREFIX="/path/to/i586-mingw32msvc-"
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export MINGW64_PREFIX="/path/to/i686-w64-mingw32-"
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To make sure you are doing things correctly, executing the following in
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the shell should result in a working compiler:
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::
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user@host:~$ ${MINGW32_PREFIX}gcc
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gcc: fatal error: no input files
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Creating Windows export templates
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---------------------------------
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Windows export templates are created by compiling Godot as release, with
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the following flags:
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- (using Mingw32 command prompt, using the bits parameter)
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::
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C:\godot> scons platform=windows tools=no target=release bits=32
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C:\godot> scons platform=windows tools=no target=release_debug bits=32
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- (using Mingw-w64 command prompt, using the bits parameter)
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::
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C:\godot> scons platform=windows tools=no target=release bits=64
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C:\godot> scons platform=windows tools=no target=release_debug bits=64
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- (using the Visual Studio command prompts for the correct
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architecture, notice the lack of bits parameter)
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::
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C:\godot> scons platform=windows tools=no target=release
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C:\godot> scons platform=windows tools=no target=release_debug
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If you plan on replacing the standard templates, copy these to:
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::
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C:\USERS\YOURUSER\AppData\Roaming\Godot\Templates
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With the following names:
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::
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windows_32_debug.exe
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windows_32_release.exe
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windows_64_debug.exe
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windows_64_release.exe
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However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your binaries as custom export templates
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here:
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.. image:: /img/wintemplates.png
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You don't even need to copy them, you can just reference the resulting
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files in the ``bin\`` directory of your Godot source folder, so the next
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time you build you automatically have the custom templates referenced.
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