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Godot should support ARM64. #9822
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Thanks for the proposal! Consolidating in #2408. For future reference, Windows ARM support is already being looked at, but we can't give an ETA on when binaries will be available. Linux ARM support is already available and official binaries are available for 4.2.x and 3.6.beta. |
Interesting. I did not see any arm builds in the download list here |
They're not listed on the download page (or download cards on dev release posts) yet, so you need to browse to https://github.com/godotengine/godot-builds/releases (which is where official releases are hosted). This is being tracked in godotengine/godot-website#778. |
Fairy nuff. Thanks. |
Describe the project you are working on
Given the growing popularity of ARM based platforms like the Apple Mx series and the recent Qualcomm's Snapdragon X Godot really should embrace building on ARM Linux with included scripts
Describe the problem or limitation you are having in your project
Currently, there are neither pre-built ARM build or directions and scripts to compile it yourself.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Widening platform support means Godot can increase in popularity and be used by more developers.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
There already an unofficial fork which does this, it would be good to combine the effort into one official codebase and keep everything updated and patched.
If this enhancement will not be used often, can it be worked around with a few lines of script?
All depends on how much you want to tweak it. You could write a script to be platform based. so Raspberry Pi M3, generic ARM64 etc.
Is there a reason why this should be core and not an add-on in the asset library?
Having it as part of the Gotdot core means it can be built from the made engine source, either locally or for automated build systems.
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