This repository contains the Dockerfiles for the official Godot engine builds. These containers should help you build Godot for all platforms supported on any machine that can run Docker containers.
The in-container build scripts are in a separate repository: https://github.com/godotengine/godot-build-scripts
These scripts build a number of containers which are then used to build final Godot tools, templates and server packages for several platforms.
Once these containers are built, they can be used to compile different Godot versions without the need of recreating them.
The upload.sh
file is meant to be used by Godot Release Team and is not
documented here.
These containers have been tested under Fedora 36 (other distros/releases may work too).
The tool used to build and manage the containers is podman
(install it with dnf -y podman
).
We currently use podman
as root to build and use these containers. Documenting a workflow to
configure the host OS to be able to do all this without root would be welcome (but back when we
tried we ran into performance issues).
The build.sh
script included is used to build the containers themselves.
The two arguments can take any value and are meant to convey what Godot branch
you are building for (e.g. 4.x
) and what Linux distribution the Dockerfile.base
is based on (e.g. f36
for Fedora 36).
Run the command using:
./build.sh 4.x f36
The above will generate images using the tag '4.x-f36'.
You can then specify it in the build.sh
of
godot-build-scripts.
If you don't need to build all versions or you want to try with a single target OS first, you can comment out the corresponding lines from the script:
$podman_build -t godot-linux:${img_version} -f Dockerfile.linux . 2>&1 | tee logs/linux.log
$podman_build -t godot-windows:${img_version} -f Dockerfile.windows . 2>&1 | tee logs/windows.log
$podman_build -t godot-web:${img_version} -f Dockerfile.web . 2>&1 | tee logs/web.log
$podman_build -t godot-android:${img_version} -f Dockerfile.android . 2>&1 | tee logs/android.log
...
Note: The MSVC image (used for UWP builds) does not work currently.
These are the expected container image sizes, so you can plan your disk usage in advance:
REPOSITORY TAG SIZE
localhost/godot-fedora 4.x-f36 1.06 GB
localhost/godot-export 4.x-f36 1.54 GB
localhost/godot-linux 4.x-f36 2.07 GB
localhost/godot-windows 4.x-f36 1.81 GB
localhost/godot-web 4.x-f36 2.2 GB
localhost/godot-android 4.x-f36 4.24 GB
localhost/godot-osx 4.x-f36 4.56 GB
localhost/godot-ios 4.x-f36 5.01 GB
In addition to this, generating containers will also require some host disk space (around 20 GB) for the dependencies (Xcode, MSVC).
These are the toolchains currently in use for Godot 4.0 and later:
- Base image: Fedora 36
- SCons: 4.4.0
- Linux: GCC 10.2.0 built against glibc 2.19, binutils 2.35.1, from our own Linux SDK
- Windows: MinGW 9.0.0, GCC 11.2.0, binutils 2.37
- Web: Emscripten 3.1.18
- Android: Android NDK 23.2.8568313, build-tools 32.0.0, platform android-32, CMake 3.18.1
- macOS: Xcode 13.3.1 with LLVM Clang 13.0.1, MacOSX SDK 12.3
- iOS: Xcode 13.3.1 with LLVM Clang 13.0.1, iPhoneOS SDK 15.4
- UWP: Visual Studio 2017, current configuration sadly not easily reproducible
(
Dockerfile.msvc
image is not compiled by default as it doesn't work)