Build and release of the Linux library dependencies of the Space Engineers client and server (version 1), plus a companion archive for the Space Engineers 2 client.
Used by the Linux builds of Pulsar and Magnetar, which download the published release archive instead of building these libraries themselves.
Three release assets. The game archives carry the game-specific libraries (the patched DXVK build is byte-identical in both); the Steam bits ship in their own archive, consumed alongside either game archive.
| Artefact | Version | Licence |
|---|---|---|
FFmpeg (libavcodec, libavformat, libavutil, libswresample, libswscale) |
8.1 | LGPL-2.1-or-later |
DXVK Native (libdxvk_d3d11.so, libdxvk_dxgi.so) + Patches/dxvk/ |
3.0.2 | zlib |
SDL3 (libSDL3.so) — dlopened by DXVK's window-system integration |
3.4.12 | zlib |
OpenAL Soft (libopenal.so) |
1.25.2 | LGPL-2.0-or-later |
libEOSSDK-Linux-Shipping.so |
vendor blob | proprietary (Epic) |
| Artefact | Version | Licence |
|---|---|---|
| DXVK Native — same patched build as above | 3.0.2 | zlib |
| SDL3 — same build as above | 3.4.12 | zlib |
vkd3d-proton (libvkd3d-proton-d3d12.so, libvkd3d-proton-d3d12core.so) + Patches/vkd3d-proton/ |
pinned commit | LGPL-2.1 |
DirectX Shader Compiler (libdxcompiler.so) — built from source, not the Microsoft prebuilt |
v1.9.2607 | NCSA/LLVM Release License |
SE2 DXC ABI shim (libSE2DxcCompiler.so) — first-party, source in Sources/dxc-bridge/ |
built against the DXC pin above | MIT |
FMOD Engine (libfmod.so, libfmodstudio.so) |
2.03.11, matching the game | proprietary (Firelight) |
| Artefact | Version | Licence |
|---|---|---|
Steamworks.NET.dll |
pinned commit | MIT |
libsteam_api.so |
vendor blob | proprietary (Valve) |
Everything, plus the third-party licence texts, is published as release assets on every release.
The SE2 archive deliberately does not carry libdxil.so, the DXIL
signing validator that ships with Microsoft's DXC release download. It is
never loaded, its hashing function is compiled into libdxcompiler.so
already, and it has no buildable source — leaving it out is what makes the
whole SE2 payload build from source. See
docs/dependencies.md.
The native wrapper libraries — SE1's PE-loader shims (libD3DCompiler.so,
libHavok.so, libRecastDetour.so, libVRageNative.so) and SE2's
libVRage.*.Native.so set — are not part of this repo; they come from
CometWorks/linux-native-wrappers.
curl -fL -o se1-dependencies.tar.gz \
https://github.com/CometWorks/linux-dependencies/releases/latest/download/se1-dependencies.tar.gz
curl -fL -o steam-dependencies.tar.gz \
https://github.com/CometWorks/linux-dependencies/releases/latest/download/steam-dependencies.tar.gz
tar -xzf se1-dependencies.tar.gz -C <your staging dir>
tar -xzf steam-dependencies.tar.gz -C <your staging dir>See docs/consuming.md for how Pulsar and Magnetar wire this into their builds.
./build.shBuilds everything from source, stages build/Libraries/ (SE1),
build/Libraries-SE2/ (SE2) and build/Libraries-Steam/ (Steam), and
packages the three archives under dist/. See
docs/building.md for prerequisites and options.
Full documentation index: docs/README.md
- Architecture — why this repo exists and what is in scope
- Dependencies — each library, its pin, and why it is built that way
- Building — prerequisites,
build.shusage, caching, troubleshooting - Release archive — the archive contract and the CI workflow
- Consuming — how Pulsar and Magnetar fetch it
- Maintenance — bumping versions and updating vendor blobs
The build scripts in this repository are MIT-licensed (see LICENSE).
The libraries they produce are covered by their own licences, collected in
Licenses/ and shipped inside the release archive as LICENSES/.