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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.

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Source Files (show unmerged sources)
Filename Size Changed
_constraints 0000000393 393 Bytes
godot-4.2.1-stable.tar.xz 0026687808 25.5 MB
godot-4.2.1-stable.tar.xz.sha256 0000000092 92 Bytes
godot.changes 0000065074 63.5 KB
godot.spec 0000014351 14 KB
improve_linker_detection.patch 0000001672 1.63 KB
Latest Revision
buildservice-autocommit accepted request 1152488 from c unix's avatar c unix (cunix) (revision 79)
baserev update by copy to link target
Comments 1

Jon Brightwell's avatar

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

SourceX:nuget.exe

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.

https://build.opensuse.org/package/show/Mono:Factory/msbuild

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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