It requires Xcode 4.3 and Mac OS 10.7+ or so to build, I think. Mac OS 10.9 is free, so you might be able to upgrade directly to that via the Mac App Store and get Xcode 5 too.SiENcE wrote:I use a VM with XCode 3.2.6 on MacOSX 10.6.8.
[DEPRECATED] Experimental iOS port (LÖVE 0.9.2)
- slime
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Re: Experimental iOS port (LÖVE 0.9.x)
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Re: Experimental iOS port (LÖVE 0.9.x)
WOW, just WOW!
I'm going to test it ASAP.
One workflow enhancer would be to create a "player" version of the runtime that can get a .love file through wi-fi, that way you can cut the xcode part and also have windows/linux users develop for it (at least until they need to publish. Apple does not allow for that in the store)
Once everything works, you can easily create a fused version of the game for inclusion in the App Store.
Way to go!
I'm going to test it ASAP.
One workflow enhancer would be to create a "player" version of the runtime that can get a .love file through wi-fi, that way you can cut the xcode part and also have windows/linux users develop for it (at least until they need to publish. Apple does not allow for that in the store)
Once everything works, you can easily create a fused version of the game for inclusion in the App Store.
Way to go!
Re: Experimental iOS port (LÖVE 0.9.x)
Hm sadly not possible to update the vm with mac 10.9. The installation breaks my VM :-/. I need a mac .slime wrote:It requires Xcode 4.3 and Mac OS 10.7+ or so to build, I think. Mac OS 10.9 is free, so you might be able to upgrade directly to that via the Mac App Store and get Xcode 5 too.SiENcE wrote:I use a VM with XCode 3.2.6 on MacOSX 10.6.8.
Re: Experimental iOS port (LÖVE 0.9.x)
I have a mac if you need me to test something.
- Jasoco
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Re: Experimental iOS port (LÖVE 0.9.x)
Only who can create an iOS version of Löve?slime wrote:I would assume so, since he said "you" when referring to me.
You have pressed "you" referring to "me". That is incorrect.
The correct answer is "you".
Mom, can we play outside? You know, away from the bear?
Keep it up! My hope is one day Löve can be on the iOS App Store with the ability to sync .love files right to the device and play them right on the iPad and iPhone with full touch API. (Alternatively, I would consider Jailbreaking my iPad when a full featured iOS Löve is available if not on the App Store.)
Someday..
Far in the future..
But hopefully not too far.
- Ranguna259
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Re: Experimental iOS port (LÖVE 0.9.x)
I get an error when I try to build the project:
Built on OS X 10.9 with the Xcode 5.0.1 (I believe, it's the latest Xcode). The include and the libraries folder are inside the iOS folder.
EDIT:
And whenever I try to debug without building Xcode crashes.
Code: Select all
ld: warning: directory not found for option '-L/Users/alex/Documents/hg/love-experiments/platform/ios/libraries/SDL'
ld: warning: directory not found for option '-L/Users/alex/Documents/hg/love-experiments/platform/ios/libraries/lua'
ld: library not found for -lSDL2
clang: error: linker command failed with exit code 1 (use -v to see invocation)
EDIT:
And whenever I try to debug without building Xcode crashes.
- slime
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Re: Experimental iOS port (LÖVE 0.9.x)
Thanks, it looks like I accidentally made some paths absolute instead of relative.
- Ranguna259
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Re: Experimental iOS port (LÖVE 0.9.x)
How would I change the paths ?
EDIT: Changed them, I had to go to: Build Settings - Search Paths - And changed Library Search Paths
EDIT: Changed them, I had to go to: Build Settings - Search Paths - And changed Library Search Paths
Re: Experimental iOS port (LÖVE 0.9.x)
Hi !
I just compiled this iOS port, and I'd like to share some modifications that I have to do or that you can do to simplify the configuration, mostly on the XCode project.
I build with Xcode 5.0.2 on OSX 10.9 .
* Replacing absolute path by relative path (or $(SRCROOT)/"the_relative_path") to find headers and libraries.
* Maybe check in /usr/local/include/"the_lib" for Header search path since it's usually the default destination of third-libraries installation (with makefile configuration). It can avoid to manually copy include directories.
* Add header guards for libraries/luasocket/libluasocket/lua.h (and maybe rename this file to avoid confusion)
* I didn't checked why, but I had to remove
from common/runtime.h, line 389
Boring pedantic mode :
* Replace "SDL" name/mentions to "SDL2" and maybe "lua" to "lua5.2" to avoid confusion (I still work with projects using SDL1.2 and lua5.1 ).
* Maybe replace all #include <lua.h> by #include "lua.h" for consistency since these libraries may not be copied in standard path (I don't know if there is default or standard path for iOS libraries) or the opposite since Xcode Header Path seems to work, or if you'll use the /usr/local/include/ path, the point is to use the same coding style :p
* I've got some warnings (unused variables and implicit cast), nothing grave
Thank you again for your work
I just compiled this iOS port, and I'd like to share some modifications that I have to do or that you can do to simplify the configuration, mostly on the XCode project.
I build with Xcode 5.0.2 on OSX 10.9 .
* Replacing absolute path by relative path (or $(SRCROOT)/"the_relative_path") to find headers and libraries.
* Maybe check in /usr/local/include/"the_lib" for Header search path since it's usually the default destination of third-libraries installation (with makefile configuration). It can avoid to manually copy include directories.
* Add header guards for libraries/luasocket/libluasocket/lua.h (and maybe rename this file to avoid confusion)
* I didn't checked why, but I had to remove
Code: Select all
extern "C" { // Also called from luasocket
int luax_typerror(lua_State *L, int narg, const char *tname);
}
Boring pedantic mode :
* Replace "SDL" name/mentions to "SDL2" and maybe "lua" to "lua5.2" to avoid confusion (I still work with projects using SDL1.2 and lua5.1 ).
* Maybe replace all #include <lua.h> by #include "lua.h" for consistency since these libraries may not be copied in standard path (I don't know if there is default or standard path for iOS libraries) or the opposite since Xcode Header Path seems to work, or if you'll use the /usr/local/include/ path, the point is to use the same coding style :p
* I've got some warnings (unused variables and implicit cast), nothing grave
Thank you again for your work
- slime
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Re: Experimental iOS port (LÖVE 0.9.x)
Fixed.Ranguna259 wrote:I get an error when I try to build the project:
Done.vlag wrote:* Add header guards for libraries/luasocket/libluasocket/lua.h
Well, LÖVE currently uses LuaJIT (or just Lua 5.1 in the iOS port for now, since I haven't built LuaJIT for iOS yet.)vlag wrote:* Replace "SDL" name/mentions to "SDL2" and maybe "lua" to "lua5.2" to avoid confusion (I still work with projects using SDL1.2 and lua5.1 ).
The "lua.h" is only in the luasocket code (which we try not to modify if we don't have to.) In LÖVE's own code, everything compiled in src/ is #included with quotes, and external libraries are #included with angle-brackets. The #include "lua.h" in the luasocket code also has the benefit of making it a bit more clear that it's #including the local lua.h instead of the external one.vlag wrote:* Maybe replace all #include <lua.h> by #include "lua.h" for consistency since these libraries may not be copied in standard path (I don't know if there is default or standard path for iOS libraries) or the opposite since Xcode Header Path seems to work, or if you'll use the /usr/local/include/ path, the point is to use the same coding style :p
I fixed a couple of the warnings, but some of them are from libraries which I can't fix.vlag wrote:* I've got some warnings (unused variables and implicit cast), nothing grave
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