Comments (2)
Are you cross-compiling for ARM64 on x86/x64 or are you just compiling for ARM64 on ARM64? That will impact how you go about doing this.
If you're just compiling for ARM64 on ARM64 then your configure preset just needs to inherit from ["linux-base", "clang-base", "lld-base"]
. You should not use the -m64
flag since that will make GCC/Clang emit x86-64 machine code, as opposed to AArch64.
If you're cross-compiling then the whole thing gets a bit trickier, since you'll need a CMake toolchain file and all that jazz, much like what I do with Android and iOS currently.
As for the compilation errors you ran into, those should hopefully be fixed as of #768.
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I am just compiling ARM64 on ARM64 - the fixes in #768 with the configure preset you mentioned now work for me. Thanks so much!
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Related Issues (20)
- One-way collision with kinematic body yields strange contacts and NaNs HOT 1
- All joints return Node3D type when referenced in code HOT 1
- Linux clang build doesn`t work HOT 2
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- [Crash] Freeing any PhysicsBody3D with a CollisionPolygon3D will crash the game when "Visible Collision Shapes" is enabled HOT 3
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- Editor ray-casts fail when using many bodies HOT 6
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- Double-Precision-Engine crashes upon loading project HOT 2
- CharacterBody-RigidBody collision is broken HOT 1
- Support for tapered capsule shape HOT 1
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- JoltGeneric6DOFJoint3D angular limit gizmo not correct HOT 9
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- Add support for AddressSanitizer HOT 1
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