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- .. _doc_compiling_for_web:
- Compiling for the Web
- =====================
- .. highlight:: shell
- Requirements
- ------------
- To compile export templates for the Web, the following is required:
- - `Emscripten 1.39.0+ <https://emscripten.org>`__.
- - `Python 3.5+ <https://www.python.org/>`__.
- - `SCons 3.0+ <https://www.scons.org>`__ build system.
- .. seealso:: For a general overview of SCons usage for Godot, see
- :ref:`doc_introduction_to_the_buildsystem`.
- Building export templates
- -------------------------
- Before starting, confirm that the Emscripten configuration file exists and
- specifies all settings correctly. This file is available as ``~/.emscripten``
- on UNIX-like systems and ``%USERPROFILE%\.emscripten`` on Windows. It's usually
- written by the Emscripten SDK, e.g. when invoking ``emsdk activate latest``,
- or by your package manager. It's also created when starting Emscripten's
- ``emcc`` program if the file doesn't exist.
- .. attention:: On Windows, make sure to escape backslashes of paths within the Emscripten
- configuration file as double backslashes ``\\`` or use Unix-style paths with a
- single forward slash ``/``.
- Open a terminal and navigate to the root directory of the engine source code.
- Then instruct SCons to build the JavaScript platform. Specify ``target`` as
- either ``release`` for a release build or ``release_debug`` for a debug build::
- scons platform=javascript tools=no target=release
- scons platform=javascript tools=no target=release_debug
- By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be built
- into the engine. Official export templates also have the JavaScript singleton
- enabled. Since ``eval()`` calls can be a security concern, the
- ``javascript_eval`` option can be used to build without the singleton::
- scons platform=javascript tools=no target=release javascript_eval=no
- scons platform=javascript tools=no target=release_debug javascript_eval=no
- The engine will now be compiled to WebAssembly by Emscripten. Once finished,
- the resulting file will be placed in the ``bin`` subdirectory. Its name is
- ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip``
- for debug.
- Finally, rename the zip archive to ``webassembly_release.zip`` for the
- release template::
- mv bin/godot.javascript.opt.zip bin/webassembly_release.zip
- And ``webassembly_debug.zip`` for the debug template::
- mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
- Building per asm.js translation or LLVM backend
- -----------------------------------------------
- WebAssembly can be compiled in two ways: The default is to first compile to
- asm.js, a highly optimizable subset of JavaScript, using Emscripten's
- *fastcomp* fork of LLVM. This code is then translated to WebAssembly using a
- tool called ``asm2wasm``. Emscripten automatically takes care of both
- processes, we simply run SCons.
- The other method uses LLVM's WebAssembly backend. This backend is available
- starting with LLVM 8 or in development builds.
- Emscripten manages this process as well, so we just invoke SCons.
- In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the
- Emscripten configuration file is used. If it points to a directory containing
- binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used.
- This is the default in a normal Emscripten installation. Otherwise,
- LLVM binaries built with the WebAssembly backend will be expected and
- the LLVM's WebAssembly backend is used.
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