Godot Meson port discussion #3
Replies: 5 comments 6 replies
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I find it essential being able to compile Godot with external custom modules, the support for which I contributed myself in godotengine#36922, which allows to build modules located from anywhere on the filesystem. There are numerous Godot modules that can be compiled using existing buildsystem. I still think that SCons works fine given Godot's design in general. There are also several PRs by @dmoody256 (SCons contributor) https://github.com/godotengine/godot/pulls/dmoody256 that aim to improve the existing buildsystem, which unfortunately haven't received much attention yet, either. If you really want to increase the chances of integrating Meson in Godot, please think about the use case above, thanks. |
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The current module implementation uses the existing |
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I wrote example code and a blog post on how external modules with Meson would work. |
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Nice to see this Meson port, I hope it will be accepted when done! I was able to build Godot on Linux, but the result lacks the "opengl3" and "opengl3_es" x11 drivers. Version built by Meson:
Version built by SCons:
The version without OpenGL3 support shows a popup when trying to load a project: "Your video card drivers seem not to support the required OpenGL 3.3 version." Output on the console:
As far as I can tell,
Seems like this is not supported by the port yet. I guess a |
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the latest version can not run in window with mscv build `C:\Users\Administrator\Desktop\ms\godot\complie\godot.exe -e --path C:/Users/Administrator/Documents/11 WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported. |
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👋 Welcome!
This area is for discussions for porting the build system of Godot to Meson.
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