Building LÖVE - Windows

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
Nixola
Inner party member
Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: Building LÖVE - Windows

Post by Nixola »

Oh, ok.


...how?
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
User avatar
Boolsheet
Inner party member
Posts: 780
Joined: Wed Dec 29, 2010 4:57 am
Location: Switzerland

Re: Building LÖVE - Windows

Post by Boolsheet »

Nixola wrote:...how?
How to link against the import library or how to rebuild everything?

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.
User avatar
Nixola
Inner party member
Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: Building LÖVE - Windows

Post by Nixola »

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
User avatar
Boolsheet
Inner party member
Posts: 780
Joined: Wed Dec 29, 2010 4:57 am
Location: Switzerland

Re: Building LÖVE - Windows

Post by Boolsheet »

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.
Shallow indentations.
Post Reply

Who is online

Users browsing this forum: Bing [Bot] and 3 guests