Project Millimeters of Aluminum
A space simulation game built on a custom fork of the Godot Engine (4.x) with 64-bit double-precision physics enabled.
📋 Prerequisites
Before compiling the engine, ensure you have the following installed on your system.
1. Python & SCons
The Godot build system relies on SCons, which is written in Python.
-
Install Python (3.6+): Download Here
- Windows Users: Ensure "Add Python to PATH" is checked during installation. Check this stackoverflow answer.
-
Install SCons: Open your terminal/command prompt and run:
pip install scons
2. C++ Compiler
Godot requires a C++ compiler to build from source.
- Windows:
- Install Visual Studio Community (2019 or later).
- During installation, select the "Desktop development with C++" workload.
- Linux:
- Install GCC or Clang.
- Debian/Ubuntu:
sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev
- macOS:
- Install Xcode from the App Store.
- Run
xcode-select --installin the terminal.
🛠️ Setup & Compilation
This project uses a custom engine build to support solar-system scale coordinates (Double Precision). You cannot use the standard Steam or website version of Godot to open this project.
1. Clone the Repository
Clone the repository with the --recursive flag to automatically pull the engine source code submodule.
git clone --recursive [https://codeberg.org/YOUR_USERNAME/ProjectMillimetersOfAluminum.git](https://codeberg.org/YOUR_USERNAME/ProjectMillimetersOfAluminum.git)
cd ProjectMillimetersOfAluminum
If you have already cloned without recursive, run:
git submodule update --init --recursive
2. Configure Engine Ignore (Optional but Recommended)
To prevent your Editor from trying to import the thousands of raw assets inside the engine source folder:
- Navigate to
godot_engine/. - Create a new empty file named
.gdignore. - Compile the Engine
Run the build command for your platform from the godot_engine/ directory.
Windows:
cd godot_engine
scons platform=windows target=editor precision=double arch=x86_64
Linux:
cd godot_engine
scons platform=linuxbsd target=editor precision=double arch=x86_64
macOS:
cd godot_engine
scons platform=macos target=editor precision=double arch=x86_64
Note: (-j6 flag tells the compiler to use 6 CPU cores. Adjust this number based on your hardware to speed up compilation. Not using the flag will use all available cores)
🚀 Running the Project
Once compilation is complete (usually 10-30 minutes), the executable will be located in godot_engine/bin/.
Do not open the project with standard Godot.
Navigate to godot_engine/bin/.
Run the binary ending in .double.x86_64 (e.g., godot.windows.editor.double.x86_64.exe).
Import and open the project.godot file located in the root ProjectMillimetersOfAluminum folder.
Troubleshooting
"No valid compilers found" (Windows): Ensure you installed the C++ Desktop Development workload in the Visual Studio Installer. Just the editor is not enough.
Jittering Objects: If objects jitter at large distances, ensure you are running the double precision binary and not a standard build.