How am I supposed to use the scons build system when trying to understand Godot’s source code? I know Godot has documentation on scons, but I’m still unsure about what the workflow actually looks like.
Like, is this the correct command to compile from source?
scons platform=linuxbsd target=editor dev_mode=yes llvm=yes
(For context, I’m using Linux, and I want to compile with clang)
And if yes, should I run that same command every time I want to recompile after making changes? And how would debugging work?
Sorry for asking all of this at once, I’m just a bit lost
I have another error while trying to compile Godot. After doing more research, I decided to run this to compile Godot:
bear – scons dev_mode=yes use_llvm=yes optimize=debug
“bear --” because I need clangd to know how the project is structured so that I don’t get unnecessary errors, before I even changed anything.
But now I’m getting this compilation error:
/usr/bin/ld: cannot find -l:libatomic.a: No such file or directory
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
scons: *** [bin/godot.linuxbsd.editor.x86_64.llvm] Error 1
In-case this info helps:
I’m using Arch Linux, and I installed this package thinking it will resolve the issue: libatomic_ops.
Then I recompiled it, using the same “bear – scons…” command, and I’m getting the same error
@pennyloafers
I installed clang with “sudo pacman -S clang”. If the “clang development library” is stored in some other package, then I don’t have it installed. Running scons without “bear --”, gives me the same error.
Running “pacman -Ss libatomic” only outputs 1 result: libatomic_ops 7.8.2-1
So like I mentioned earlier, I tried installing that package, but still the same issue