There is a comparison chart for PPC/e500 machines on the LuaJIT site. Also, support for PPCs is going to be dropped from future versions of Love anyway.Boolsheet wrote:And it's targeting specific architectures and (generic?) PPC is not one of them.
LoveJIT
Re: LoveJIT
Re: LoveJIT
The e500 CPU is not used in any apple computer and that's one of the reasons PPC gets dropped; to get LuaJIT into LÖVE.Kadoba wrote:There is a comparison chart for PPC/e500 machines on the LuaJIT site. Also, support for PPCs is going to be dropped from future versions of Love anyway.
Shallow indentations.
Re: LoveJIT
I have a linux so if you can give me the source and tell me how to compile it, I probably will be able to do it for you...
For some reason, the .debs won't download at all once I open with the software center so I really need to know how to compile the source.
Also, first post
For some reason, the .debs won't download at all once I open with the software center so I really need to know how to compile the source.
Also, first post
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Re: LoveJIT
Well, you download the source, then you run:
(that is, if you have the required libs, configure will complain otherwise)
Code: Select all
sh platform/unix/automagic
./configure --enable-luajit
make
Re: LoveJIT
Does it require OpenGL or SDL?bartbes wrote:Well, you download the source, then you run:(that is, if you have the required libs, configure will complain otherwise)Code: Select all
sh platform/unix/automagic ./configure --enable-luajit make
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Re: LoveJIT
Well.. yes, that's what love requires.
Re: LoveJIT
Loading times shrank by half using JIT! (very important issue in my game currently)
Unfortunately there seems to be a minor issue with arguments.. which breaks my entire project
main scope:
function scope with ordinary love 0.7.2:
function scope with JIT (slimes version):
LuaJIT is taking arguments from the executable and is not interested in my local arguments.
Am I doing something wrong here or is this a bug?
Are there any newer compiled JIT versions around?
I'm keen on switching to JIT as I don't believe I can further optimize my map generator, and multithreading it would be incredibly difficult due to the fact that I am physically painting pixel for pixel on a partitioned map.
Unfortunately there seems to be a minor issue with arguments.. which breaks my entire project
main scope:
Code: Select all
print(arg[1])
result:
"C:\Love2d\Project\"
Code: Select all
function where_are_arguments(...)
where_are_arguments(5,10)
result:
arg[1] = 5
arg[2] = 10
Code: Select all
function where_are_arguments(...)
where_are_arguments(5,10)
result:
arg[1] = "C:\Love2d\Project\"
arg[2] = nil
Am I doing something wrong here or is this a bug?
Are there any newer compiled JIT versions around?
I'm keen on switching to JIT as I don't believe I can further optimize my map generator, and multithreading it would be incredibly difficult due to the fact that I am physically painting pixel for pixel on a partitioned map.
- bartbes
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Re: LoveJIT
You are doing something wrong, arg is deprecated, use ... instead. For a table of extra arguments that would be {...}. (... acts like a function returning multiple return values, but it's not!)
Re: LoveJIT
I don't quite understand, just for clarification; how am I supposed to be referencing '...' arguments?
Code: Select all
function my_arguments(var1, ...)
print(arg[1])
print(arg[2])
print(arg[3])
end
my_arguments(5, {10,10,10})
- bartbes
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Re: LoveJIT
Code: Select all
function vararg(...)
print(...)
end
--or
function vararg(...)
local arg = {...}
--then do what you normally would with arg
for i, v in ipairs(arg) do print(v) end
end
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