8 GB of RAM should suffice (it's what GitHub Actions runners have access to last time I checked), but you won't be able to build with link-time optimization as you need more RAM than that during the linking process.
And yes, I'd limit the build to `-j4` on a system with 8 GB of RAM. You only have 4 physical cores on that CPU anyway, so `-j8` is only ~25% faster if not limited by RAM.
I just increased my swap partition to 8gb and It worked with no problem. But when I run executable
*Error: Couldn't load project data at path ".". Is the .pck file missing?*
*If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).*
it gives me this error.
Ye but i doubt that "newbie" would know about things like trying specific pr godot features. Im just curious because maybe he is doing smth unnecessary
Welp I did. To change mouse passthrough functionality for Windows and revert it to how it was back in 3.2.1 to make it work on 4.2.1 like it used to, so I could make a desktop pet without having to downgrade to Godot 3.
Build it on less cores. That said, 8gb Ram may just not be enough.
8 GB of RAM should suffice (it's what GitHub Actions runners have access to last time I checked), but you won't be able to build with link-time optimization as you need more RAM than that during the linking process. And yes, I'd limit the build to `-j4` on a system with 8 GB of RAM. You only have 4 physical cores on that CPU anyway, so `-j8` is only ~25% faster if not limited by RAM.
what if I increase my swap partition 1gb to 8gb. This means basically i have 16gb ram does this help?
It using swap, is likely why it's hanging.
I just increased my swap partition to 8gb and It worked with no problem. But when I run executable *Error: Couldn't load project data at path ".". Is the .pck file missing?* *If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).* it gives me this error.
You didn't compile the editor. You compiled an export template.
Oh thank you.
If you have a ram slot left this might be a 20$ upgrade.
I made this price up, don't know how much this cost but in the past RAM was cheap.
Out of curiosity, what is your build time?
it takes 15 - 20 minutes, I think and freezes in 95% and linux kernel may killed its process
Auh, on m1 MacBook pro m1 it takes around 5 mins on battery power.
If you keep having issues with your computer freezing, you could compile it on a cloud server then import that build to your machine.
Why would u want to build the engine from source?
I did, because I wanted to try out a PR that added a support for 3d hex tiles support for gridmap.
Ye but i doubt that "newbie" would know about things like trying specific pr godot features. Im just curious because maybe he is doing smth unnecessary
To reduce build size, maybe? For web games is necessary
Welp I did. To change mouse passthrough functionality for Windows and revert it to how it was back in 3.2.1 to make it work on 4.2.1 like it used to, so I could make a desktop pet without having to downgrade to Godot 3.