Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
Building from source
Redot prides itself on being very easy to build, by C++ projects' standards. Redot uses the SCons build system, and after the initial setup compiling the engine for your current platform should be as easy as running:
scons
But you will probably need to use at least some of the available options to configure the build to match your specific needs, be it a custom engine fork, a lightweight build stripped of extra modules, or an executable targeting engine development.
The articles below should help you navigate configuration options available, as well as prerequisites required to compile Redot exactly the way you need.
Basics of building Redot
Let's start with basics, and learn how to get Redot's source code, and then which options to use to compile it regardless of your target platform.
Building for target platforms
Below you can find instructions for compiling the engine for your specific target platform. Note that Redot supports cross-compilation, which means you can compile it for a target platform that doesn't match your current platform (say, target Linux while being on Windows). The guides will try their best to cover all possible situations.
Other compilation targets and options
Some additional universal compilation options require further setup. Namely, while Redot does have C#/.NET support as a part of its main codebase, it does not get compiled by default to reduce the executable size for users who don't need C# for their projects.
Articles below explain how to configure the buildsystem for cases like this, and also cover some optimization techniques.