Compiling Gideros Source

From GiderosMobile

The following instructions are for developers who want to contribute to or otherwise experiment with the Gideros C/C++ engine and are not necessary for either building or deploying apps made with Gideros.

The Gideros project consists of the Gideros Studio IDE, the Gideros SDK libraries, Gideros Texture Packer, Gideros Font Creator, "players" or export templates for all the platforms Gideros supports, all targets of all plugins, a daemon and a bridge. The build system is flexible, so you only need the tools for the targets you are interested in deploying to with Qt (and MSYS2 on Windows) being a realistic minimum.

1. Requirements

1.1 Install QT

Recommended version 6.3 with MinGW

Double click on the downloaded file and follow instructions. When installing, expand the tree view and ensure you have ticked the MinGW child option of the Qt version checkbox, as well as the MinGW option in the Tools section. Beside main QT package, you'll need the following additional components:

  • WebSocket additional library
  • Multimedia additional library
  • Qt5 Compatibility addon

(MAC) Move the created folder into your user account folder

(LINUX) On Debian 11: echo "deb bullseye-backports main" >>/etc/apt/sources.list apt update apt install qt6-base-dev qt6-websockets-dev qt6-multimedia-dev qt6-5compat-dev

Depending on your distribution, you may need to install qt5 websocket lib seperately (sudo apt-get install libqt5websockets5-dev)

1.2 (PC) Install MSYS2 Console 

Double click on the downloaded file (msys2-i686) and follow instructions.

Open 32 bit MSYS2 shell: msys2_shell.cmd

pacman -Sy pacman
pacman -Syu
pacman -Su
pacman -S tar
pacman -S zip
pacman -S unzip
pacman -S git
pacman -S base-devel
pacman -S python
#For compiling win32/32bit under a MinGW64
pacman -S mingw-w64-i686-toolchain
pacman -S mingw-w64-i686-glew
pacman -S mingw-w64-i686-curl
pacman -S mingw-w64-i686-libpng
#For compiling win32/64bit under a MinGW64
pacman -S mingw-w64-x86_64-toolchain
pacman -S mingw-w64-x86_64-glew
pacman -S mingw-w64-x86_64-curl
pacman -S mingw-w64-x86_64-libpng

1.3 (Mac) Install Git & xcpretty

Ctrl + right click, open with « Install » Follow instructions keeping default values as they are.

(MAC) open a terminal window

git config -global "your git login" 
git config -global "your git email"
sudo gem install xcpretty

1.3.1 (Linux/Debian) Install Git, build-tools

apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev libasound2-dev libglew-dev libglfw3-dev libcurl4-openssl-dev patchelf zip
git config --global "your git email"

1.4 (PC) Android requirements

1.4.1 Install Android Studio and NDK

Recommended NDK is 25c (the x86_64 version)

Once downloaded, copy the contents of the NDK to your home or C: folder, rename the folder that you copied to 'android-ndk', for example you will end up with 'c:\android-ndk' and below that folders that say build, meta, platforms, etc.

1.4.2 Install Ant (no longer required but kept util someone confirms this)

Once downloaded, copy the contents of the install archive/zip file to your home folder or C: drive. Eg: so you have a folder called c:\apache-ant-1.10.5 with bin, etc, lib, manual folders within that.

1.4.3 Mix Old and New Tools (no longer required but kept util someone confirms this)

Gideros uses Ant to build the player, unfortunately the tools to support Ant are now missing from the latest Android tools.

There is a fix for this:

  1. Rename the existing 'tools' folder in the Android SDK folder to 'tools_new'.
  2. Download an older (March 2016) version of the tools and copy that folder to the Android SDK folder.
  3. Copy the contents of 'tools_new' over the contents of 'tools'.

Here is where you can download the compatible set of tools from:




1.5 Install Java

You need the Java JDK

1.6 (PC) Install Visual Studio

Install Win 8.1 SDK

Install Microsoft Advertising SDK for Windows and Windows Phone 8.x

Ensure that you have MSBuild v12 or v14 installed (building with the makefile will fail with an incorrect version).

1.7 (MAC) Install Xcode

1.8 (Mac) ensure xcode command line tools are working

(MAC) Open a terminal window

sudo xCodebuild -license 

1.9 Install Python

You need Python 2.7.12 or later to install emscripten properly.

Once installed, add it to your command line path, eg: c:\python27, on windows you can do this by right-clicking on 'myComputer' or 'This PC', go to 'Properties', click 'Advanced System Settings', Click 'Environmental Variables', double-click 'Path', add 'c:\python27'.

1.10 Install emscripten

You need this is you want to build for HTML5 + Facebook games.

Using a shell or MSYS2 (previously installed) on windows, go to your home or C: folder and type:

git clone

Once that has completed open a command prompt in that folder on Windows, on other system just cd to the folder.

Using emsdk, install and activate all the latest packages:

#(on non-PC put ./ before emsdk)
emsdk install latest
emsdk activate latest

(PC) Type:


(MAC) Type:

source ./

To use incoming branch of emscripten, use these commands instead:

#(on non-PC put ./ before emsdk)
emsdk install sdk-incoming-64bit
emsdk activate sdk-incoming-64bit

To further use Gideros own git fork of emscripten:

cd emscripten/incoming
# Add a git remote link to your own repository.
git remote add gideros
# Obtain the changes in your link.
git fetch gideros
# Switch the emscripten-incoming tool to use your fork.
git checkout -b gideros_incoming --track gideros/incoming
#Get back to emscripten directory and rebuild
cd ../..
emsdk install sdk-incoming-64bit

These can also be installed within emsdk: git, crunch, and spidermonkey

(on non-PC put ./ before emsdk)
emsdk install git-1.9.4
emsdk install crunch-1.03
emsdk install spidermonkey-37.0.1-64bit
emsdk activate git-1.9.4
emsdk activate crunch-1.03
emsdk activate spidermonkey-37.0.1-64bit
(PC) emsdk_env.bat
(MAC) source ./

(PC) Make sure the environment variable EM_CONFIG is set to the location of your emscripten config file.

The emscripten build also needs the CMake command. You can download it and extract it to your home or C: folder. Don't forget to add it's path to the end of the EMSDKPATH in Makefile.def.

1.11 Install Steam SDK

Extract the archive/zip file to your home or C: folder, for example if the file is called '' then you will have a 'c:\steamworks_sdk_142' folder with a solder called 'sdk' within it. The sdk folder contains other folders such as glmgr, public, tools, etc.

This is necessary for the Steam plugin.

1.12 Install Gideros

1.12.1 Fetch gideros source code

(PC) Open MSYS2 32 bit shell

(MAC/Linux) Open a terminal

Navigate to the folder where you into to work.

    git clone

1.12.2 Configure scripts

Make a copy of the file gideros/scripts/Makefile.def.example, rename it to Makefile.def and update the file copy according to your installation. Ensure that the QT\_ARCH and QT_TOOLSARCH paths are formatted correctly according to your Qt install directory structure (see below that they are named differently by Qt).

On PC:

For Qt:



For Android:

# on Windows, also add this to PATH
NDKBUILD=cmd //c /c/android/android-ndk-r17b/ndk-build.cmd
#We use windows syntax for this one, as it will be used by gradle.bat script
JAVA_HOME=C:\Program Files\Java\jdk1.8.0_144
#Windows syntax with quadruple backslashs!

For WinRT:

FXC="/c/Program Files (x86)/Windows Kits/8.1/bin/x86/fxc.exe" 
MSBUILD="/c/Program Files (x86)/MSBuild/14.0/Bin/MSbuild.exe"

For html5:



QTBASEDIR=~/Qt QT_ARCH=clang_64 
QT5ICUVER=54 #deprecated stuff

On Linux: (tested on Debian 11)


1.12.3 Complete working example Makefile.def for Windows

Here is a working example, you will have to change the filename details to match your setup:

example Makefile.def file.

1.12.4 Fetch additional repositories

Go into just cloned gideros source folder and run make prep.repo

    cd gideros
    make -f scripts/Makefile.gid prep.repo

If you intend to build the studio, you'll need scintilla and Lexilla libraries. Compile them now with:

    make -f scripts/Makefile.gid qlexilla
    make -f scripts/Makefile.gid qscintilla

2. Building

If you have all dependencies in place for all targets, you can build everything at once via MSYS2 or Terminal with:

make -f scripts/Makefile.gid

2.1 Compilation on PC :

Open MSYS2 shell (msys2_shell.cmd). Standard compilation is 32 bit so use a 32 bit shell. Make sure you have installed the necessary build tools in MSYS2 using pacman, as detailed in Install MSYS2 Console. .

Navigate to gideros folder

2.1.1 Build QT tools :

make -f scripts/Makefile.gid qtapp.install

-> files GiderosStudio.exe, GiderosPlayer.exe, GiderosTexturePacker.exe (…) in Build.Win folder

2.1.2 Android:

make -f scripts/Makefile.gid android.install 

= file GiderosAndroidPlayer.apk in folder Build.Win/Players

2.1.3 winRT:

If necessary : Open the solution, gideros/winRT_example/giderosgame.sln in Visual Studio. Check that the SQLite version for Windows and Windows Phone is up to date. Save and close the solution.

make -f scripts/Makefile.gid winrt.install 

= file _bundle.appxupload in folder Build.Win/Players/WinRT

2.1.4 win32:

make -f scripts/Makefile.gid win32.install 

= files in folder Build.Win/Templates/win32

2.1.5 Html5:

make -f scripts/Makefile.gid html5.install

-> files in folders Build.Win//Players/Html5 and Build.Win/Templates/Html5

2.1.6 Plugins:

make -f scripts/Makefile.gid 

= folder bin and file gplugin in folder Build.Win/All Plugins

2.1.7 To build everything that can be built on Windows

make -f scripts/Makefile.gid all

Then you need to copy all the plugins to the 'Build.Win' folder with:

make -f scripts/Makefile.gid

2.2 Compilation on Mac :

Open Terminal.

cd to the folder « gideros »

2.2.1 QT :

make -f scripts/Makefile.gid qtapp.install 

= GiderosStudio.exe, GiderosPlayer.exe, GiderosTexturePacker.exe (…) in folder Build.Mac

2.2.2 iOS :

make -f scripts/Makefile.gid ios.install 

= in folder Buid.Mac/Players

2.2.3 Plugins:

make -f scripts/Makefile.gid bundle.mac 

= folders bin and files gplugin in folder Buid.Mac/All Plugins

3. Cleaning

If you want to reset the build process and start again then you can issue a 'clean' command. To do this type 'make -f scripts/Makefile.gid clean'.


make -f scripts/Makefile.gid clean

Sometimes you need to make a clean a particular build. To do this type 'make -f scripts/Makefile.gid ' followed by something like 'html5' then '.clean'.


make -f scripts/Makefile.gid html5.clean