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[TRACKER] musl libc support in Godot #20037
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Is it possible to compile Linux editor or export template (non-server) binaries with musl, considering they need to link to libGL? |
Good point, I'm not sure about that. I only tried to compile the server platform. I'm a newcomer to C/C++ and just getting into how Godot works. |
I started looking at running godot on musl about a week ago. Compiling works fine with few minor fixes, but it segfaults when loading the editor for me, and I'm still trying to track down what happens. The stack trace shows some radeonsi and libz deflate calls, but currently cannot test my build on non-amd-gpu-machine to see if it still happens. |
Any reason you can't just use a version of alpine that includes glibc? |
The whole raison d'être of Alpine is to not include GNU tools but use more lightweight alternatives (and make on Linux distro where people can't tell you "actually, it's GNU/Linux, or as I've taken to call it, GNU+Linux). |
@akien-mga this. Also I would like to use the official alpine images. |
What's the status of this issue? It seems like a good thing for Godot to run on multiple libraries and compilers, as it should make the codebase more robust...? |
The tracker seems to complete, so what else is left? |
Closing then. |
I am currently working on a docker image for Godot. I would like to base this image on Alpine Linux, which uses musl libc instead of glibc. I already managed to get it compiling and now work on it running properly.
I created this issue for general discussion about musl libc/Alpine linux support. For the problems I encountered, I created separate issues:
It would be great if the continous integration on Travis CI would include a musl libc system like Alpine Linux, is that possible?
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