Godot Version
4.2.1-stable
Question
I’m trying to build Godot from source for Windows x86-64 on Windows 11 22H2 (22621.3007) 64bit, and all builds using MinGW result in invalid binaries. (according to Windows) When running godot.windows.editor.dev.x86_64.console.exe
I get “CreateProcess failed, error 193” and when running godot.windows.editor.dev.x86_64.exe
I get “The specified executable is not a valid application for this OS platform”. I have been able to run the editor no-problem when using MSVC.
The build command:
scons use_mingw=yes platform=windows compiledb=yes dev_build=yes target=editor optimize=debug -j8
scons
start-up message:
scons: Reading SConscript files ...
Using MinGW, arch x86_64
Building for platform "windows", architecture "x86_64", target "editor".
NOTE: Developer build, with debug optimization level and debug symbols (unless overridden).
Checking for C header file mntent.h... no
scons: done reading SConscript files.
scons: Building targets ...
Toolchains I have tried: (All x86-64 GCC SEH with POSIX threads)
- Winlibs MinGW MSVCRT
- Winlibs MinGW UCRT
- github/niXman MinGW (UCRT) (
mingw
on Scoop. Sorry, can’t have more than 2 links)
Am I missing something?
Addendum: I realize I’m a heavy user of Scoop and I should have tried setting things up by hand as well, but Scoop probably isn’t the culprit. Build takes forever on my machine so sorry if I wasn’t thorough enough.
Edit: added scons
start-up messages, clarified that I’m only compiling for 64bit
Edit: added Windows version, further clarifications