Building from source¶
If you plan to customize Godot/Goost by picking only the features you need, or would like to integrate other modules beside Goost in your projects, you’ll need to learn how to compile Godot from source yourself.
Please follow the Godot Engine official documentation instructions for your target platform of interest if you’re not familiar with the build process yet:
Goost aims to target both Godot Engine’s stable and development versions. For the current version this documentation targets, you’ll need to checkout the respective Godot branch:
cd godot git checkout 3.4
If you ever need to compile Goost for other versions, the compatibility table can be summarized as following:
|Goost branch||Godot branch|
The default Goost branch always targets the latest Godot stable version.
Building Godot with Goost is done in the same way as building the engine itself:
git clone https://github.com/goostengine/goost cd goost scons
This clones the Godot Engine repository automatically and allows to compile the engine with all the Goost components and other modules provided alongside the extension.
After compilation is done, the resulting binaries can be found at
directory relative to the Goost repository. The binaries have the
suffix appended for each target platform. Run the executable and search the
built-in documentation pages to make sure that the classes provided by the
extension are instantly accessible (as seen in the
Please report any issues if you stumble upon compilation errors.
Goost is implemented as a regular C++ module, so please refer to the official Godot Engine documentation on how to compile the engine with custom modules:
An alternative way to compile Goost is by using the
option explicitly from within Godot source root:
cd godot scons custom_modules="/path/to/directory/containing/goost"
You can use
extra_suffix build option if you want to distinguish between
vanilla Godot binaries and Godot with the Goost extension:
scons custom_modules=".." extra_suffix="goost"