Message ID | 878shqr23j.fsf@araneo.si |
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Headers | show |
Hi! This is nice to have. If other godot games can be built this way, does it make sense to create a godot-build-system? Thanks, Nicolò Timotej Lazar <timotej.lazar@araneo.si> writes: > Hi, > > this series adds SuperStarfighter¹, a small game built with the Godot > engine. I’m submitting it together with patches for godot needed to > build the game, and some other improvements. I built the game for x86, > x86_64 and aarch64 (can’t run it there due to missing 3D acceleration). > > The main change to godot is building the headless binary, which is used > to compile game assets without requiring X. I put this into a separate > output because it doubles the install size. Compile time is also nearly > doubled, since most files get compiled twice. > > If the longer compile time (in total ~20 minutes on an old i7, and > ~80 minutes on an even older core duo) is problematic, this can be split > in two packages. The game depends on both versions to build and run > though. Thoughts? > > I also enabled release build for Godot, removed an old workaround for > aarch64 (disabling threads caused an infinite loop when building the > game), and installed the icons to the correct location to be used with > the .desktop file. > > Thanks! > > ¹ https://notapixel.itch.io/superstarfighter > > Timotej Lazar (5): > gnu: godot: Enable release build. > gnu: godot: Remove obsolete workaround for aarch64. > gnu: godot: Build and install the headless version. > gnu: godot: Install provided .desktop file and icons. > gnu: Add superstarfighter. > > gnu/packages/game-development.scm | 68 ++++++++++++++-------------- > gnu/packages/games.scm | 75 +++++++++++++++++++++++++++++++ > 2 files changed, 109 insertions(+), 34 deletions(-) > > -- > 2.26.2
Nicolò Balzarotti <anothersms@gmail.com> [2020-05-17 17:55:43+0200]: > If other godot games can be built this way, does it make sense to create > a godot-build-system? I think so. At least the configure and build phases should be mostly the same. I figured I’d submit this to see if anything can be improved, then try to package a couple more games and see what can be factored out.
Hello, Timotej Lazar <timotej.lazar@araneo.si> writes: > this series adds SuperStarfighter¹, a small game built with the Godot > engine. I’m submitting it together with patches for godot needed to > build the game, and some other improvements. I built the game for x86, > x86_64 and aarch64 (can’t run it there due to missing 3D > acceleration). Great. Thank you. > The main change to godot is building the headless binary, which is used > to compile game assets without requiring X. I put this into a separate > output because it doubles the install size. Compile time is also nearly > doubled, since most files get compiled twice. > > If the longer compile time (in total ~20 minutes on an old i7, and > ~80 minutes on an even older core duo) is problematic, this can be split > in two packages. The game depends on both versions to build and run > though. Thoughts? I think 80 minutes is not that bad. We can reconsider later. > I also enabled release build for Godot, removed an old workaround for > aarch64 (disabling threads caused an infinite loop when building the > game), and installed the icons to the correct location to be used with > the .desktop file. Perfect. I applied your patches with minor tweaks. Regards,