Package Details: godot-git 3.1.dev-2

Git Clone URL: https://aur.archlinux.org/godot-git.git (read-only)
Package Base: godot-git
Description: Godot Game Engine: An advanced, feature packed, multi-platform 2D and 3D game engine.
Upstream URL: http://www.godotengine.org
Keywords: 2D 3D engine game gamedev
Licenses: MIT
Conflicts: godot
Provides: godot
Submitter: Matteotom
Maintainer: pollopolis (toluschr)
Last Packager: pollopolis
Votes: 32
Popularity: 0.015887
First Submitted: 2014-02-10 06:42
Last Updated: 2019-03-15 14:07

Latest Comments

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skeevy420 commented on 2017-11-02 12:47

After tweaking the msbuild-15-bin AUR pkgbuild to use the latest Xamarin MSBuild I've got this working with mono. All I did was update the build part with the instructions for building with Mono on the Godot website.

godot-git might need to be split into godot-git and godot-mono-git since Mono requires an AUR package flagged out of date to be updated for Mono builds to compile, but it does compile and launch after updating msbuild-15-bin and updating the build and package lines on this pkgbuild. Haven't done any more than running godot to see if it runs after compiling (it does).

update the build with this (replace the one scons lines with all of these):
scons platform=x11 target=release_debug CXX=clang++ -j$(nproc) builtin_openssl=yes tools=yes module_mono_enabled=yes mono_glue=no
bin/godot.x11.opt.tools.64.llvm.mono --generate-mono-glue modules/mono/glue
scons platform=x11 target=release_debug CXX=clang++ -j$(nproc) builtin_openssl=yes module_mono_enabled=yes

and update the install line with this (the .llvm.mono):
install -D -m755 bin/godot.x11.opt.tools.${_arch}.llvm.mono

(the builtin_openssl=yes can be removed, haven't tested with GCC, and this fully automates the build)

novemberist commented on 2017-10-31 14:06

builtin_openssl=yes is not necessary anymore for this to successfully build with openssl 1.1 installed. I also think gcc should be the default compiler, since there aren't any known issues with it anymore.

is there any chance of automating godot builds with c#-support via a PKGBUILD? this might be a little complicated because of the two part build process (generating mono-glue etc.)

skeevy420 commented on 2017-10-30 13:25

Can line 60 of the PKGBUILD be updated to fix llvm builds ( .llvm needs to be added after ${_arch} )?

from
install -D -m755 bin/godot.x11.opt.tools.${_arch} "${pkgdir}"/usr/bin/godot

to
install -D -m755 bin/godot.x11.opt.tools.${_arch}.llvm "${pkgdir}"/usr/bin/godot

pollopolis commented on 2017-04-27 14:03

Fixed the openssl version problem.Thanks underdoeg.

underdoeg commented on 2017-04-27 09:17

Does not build since the openssl upgrade. Adding 'builtin_openssl=yes' to the scons command on line 50 seems to fix the issue. See https://github.com/godotengine/godot/issues/8283

yacuken commented on 2016-12-11 23:16

Building is too long. And scons don't use MAKEFLAGS. Can you add -j$(nproc) to build()?

hickop commented on 2016-11-11 10:26

Added spaces in version.py break pkgver(), here is a working PKGBUILD:
http://pastie.org/10960344

pollopolis commented on 2016-10-04 13:06

ryukinix, does it fail to compile? to run? What error message are you getting?

ryukinix commented on 2016-10-04 06:53

I just don't understand it. This version just doesn't works in my machine and the official binary for 2.1 version works. Why?

Zatherz commented on 2016-08-21 17:36

The clang dependency should be in makedepends, not in depends.