This plugin follows the same format as the {{ '[GDNative C++ Example]({}/tutorials/plugins/gdnative/gdnative-cpp-example.html)'.format(godot_docs) }}. So if you can compile that example then you are 90% of the way there. The main difference is using CMake to compile libuv.
The {{ '[build.sh]({}/addons/godot_xterm/native/build.sh)'.format(repo) }} script accepts args `--target` which can be set to `debug` (default) or `release` and `--disable-pty` to compile only the dependencies of {{Terminal}} node and not {{PTY}} node (even on platforms that support it).
If you are having trouble compiling, study the {{ '[build.sh]({}/addons/godot_xterm/native/build.sh)'.format(repo) }} script and the GitHub actions workflow in {{ [main.yml]({}/.github/workflows/main.yml)'.format(repo) }} to see what commands are being run and how dependencies are installed. You can also dig into the {{ '[SConstruct]({}/addons/godot_xterm/native/SConstruct)'.format(repo) }} file, and don't forget to refer back to the {{ '[GDNative C++ Example]({}/tutorials/plugins/gdnative/gdnative-cpp-example.html)'.format(godot_docs) }}.
Although the SConstruct file contains some logic for cross-compiling, it has never been tested. If you want compile for other platforms consider forking this repo and then pushing your changes to GitHub. The workflow defined in {{ '[main.yml]({}/.github/workflows/main.yml)'.format(repo) }} will run and build the library for all supported platforms (Linux, macOS, Windows, and HTML5).
Additionally, If you have `docker` and `docker-compose` installed, the {{ '[build.sh]({}/addons/godot_xterm/native/build.sh)'.format(repo) }} script will also try to build the HTML5 binary inside a docker container and copy them to `addons/godot_xterm/native/bin`.