Godot: Add a suffix to MinGW build products to differentiate them from MSVC build products

Created on 14 Mar 2018  路  5Comments  路  Source: godotengine/godot

As noticed in https://github.com/godotengine/godot/pull/17194#issuecomment-373038848, MinGW build products should have a prefix in their name as to be differentiated from MSVC build products. This would prevent conflicts and build errors when using both compilers on the same system.

archived enhancement windows buildsystem

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ARM Linux/Server builds also have conflicting suffixes ( .32 and .64, same as x86 builds ).

I would prefer to have something closer to standard GNU target triplets instead, like:

godot-tools-3.1.0-x86_64-pc-windows-gnu
godot-tools-3.1.0-x86_64-pc-windows-msvc
godot-server-3.1.0-aarch64-unknown-linux-gnu
...

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ARM Linux/Server builds also have conflicting suffixes ( .32 and .64, same as x86 builds ).

I would prefer to have something closer to standard GNU target triplets instead, like:

godot-tools-3.1.0-x86_64-pc-windows-gnu
godot-tools-3.1.0-x86_64-pc-windows-msvc
godot-server-3.1.0-aarch64-unknown-linux-gnu
...

I agree with @bruvzg, it's time to up our game and be a bit more exhaustive.

@bruvzg Macos won't run an executable with a dot in the name, can we replace the dots with underscore?


Macos won't run an executable with a dot in the name, can we replace the dots with underscore?

Executables with dot in the name (in both executable and bundle names) should work fine on macOS, current build system produce executables with dot like godot.osx.tools.64 and godot.osx.opt.64 as well.

But there's a bug with loading exported pck when there's dot in the name - #15188.

Closing in favor of #24030, which is a better way to solve the issue at hand.

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