Building Godot - Built-in third-party vs. system-wide libraries

Hello everyone. :stuck_out_tongue:

I’ve noticed a copy of every third-party dependency is included in the source code. Some are shipped with patches tailored for their use in the engine (e.g. Embree contains several patches).

When building the Godot engine from sources, the choice is given to pick the system-wide libraries, instead of the built-in ones (via the option builtin_libname="yes|no", in Scons configuration).

I have a question: if I choose to build with for example builtin_embree="no", in order to instead pick my system Embree installation, will it cause problems, because all the Godot patches would not be applied to this version of Embree?

Of course, my question also concerns the other third-party dependency that are shipped with patches in the Godot source code…

I hope I was able to explain myself well, thank you very much for your help! :slight_smile:

I think all builtin’s is tested and compatible with Godot, you system can be not compatible.
Also, with disabled builtin_embree at this architectures it link with specified lib

Alright, so you advise me to always use the built-in libraries over the system ones?

IMO - yes. At least because they copy needed version source into godot repo, it grant you not having trouble what almost anyone not seen.

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