Edit Package godot


Godot is a fully featured, open source, MIT licensed, game engine. It focuses on having great tools, and a visual oriented workflow that can export to PC, Mobile and Web platforms with no hassle. The editor, language and APIs are feature rich, yet simple to learn, allowing you to become productive in a matter of hours.

Source Files (show merged sources derived from linked package)
Filename Size Changed
_constraints 0000000393 393 Bytes 3 months
certs_fallback.patch 0000002638 2.58 KB about 1 year
godot-3.3.4-stable.tar.xz 0020682120 19.7 MB 20 days
godot-3.3.4-stable.tar.xz.sha256 0000000092 92 Bytes 20 days
godot.changes 0000029117 28.4 KB 20 days
godot.spec 0000014354 14 KB 20 days
linker_pie_flag.patch 0000001160 1.13 KB 6 months
Comments 1

Jon Brightwell's avatar

moozaad wrote over 1 year ago

I had a quick go at getting mono/C# built with this. I got the glue built fine and even grabbed msbuild from mono:factory. The sticking point was nuget. Maybe we can use a precompiled version from nuget's website and do


alias nuget="mono nuget.exe"

as per https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools

Second consideration is that msbuild is also a hack job and is a recompile of the centos build.


I don't think that has a hope in hell of getting into factory but may only be needed for the build. To unravel MS's mess so that it can be securely built is probably too much work if it's a "requires".

If you're building godot with c# support, hopefully the above will give you a good starting place. Effectively the changes were only...

BuildRequires:  pkgconfig(mono)
BuildRequires:  pkgconfig(monosgen-2)
BuildRequires:  msbuild

# Build temp mono glue binary (removed extra build args to prevent seg fault)
scons %{?_smp_mflags} progress=yes verbose=yes $system_libs platform=server tools=yes module_mono_enabled=yes mono_glue=no

# Build mono glue with bin/godot_server.x11.tools.64.mono
./bin/%{name}_server.x11.tools.%{__isa_bits}.mono --generate-mono-glue modules/mono/glue

#then the editors etc with module_mono_enabled=yes appended

that got me as far as the nuget error when the editor was building after this part.

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