Oh, ok.
...how?
Building LÖVE - Windows
Re: Building LÖVE - Windows
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
Re: Building LÖVE - Windows
How to link against the import library or how to rebuild everything?Nixola wrote:...how?
For the first, get a Lua DLL with import library. Place the .lib in 'platform/msvc2010/lib' and the .dll in 'platform/msvc2010'. In Visual Studio, open the project properties and, in the left list, select "Linker" -> "Input". On the right side you have now "Additional Dependencies" at the top. Edit its value where you remove lua.lib and add the name of your Lua import library.
If you want to build everything yourself, rude made a megasource package that includes the source code of all necessary dependencies. I don't remember at what version the included LÖVE is or what configuration it offers.
Shallow indentations.
Re: Building LÖVE - Windows
Could I switch rapidly between lua and luaJit if I link it dynamically this way?
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
Re: Building LÖVE - Windows
I would not use the word rapidly, but it is possible to drop-in a LuaJIT DLL, given they are compatible. One incompatibility could be the calling convention, but msvc defaults to cdecl so that shouldn't be a problem. Another thing could be a different data structure alignment, but I don't know how vulnerable Lua is to that.
I'd say it's faster to just have two separate executables, one for each Lua.
I'd say it's faster to just have two separate executables, one for each Lua.
Shallow indentations.
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