How are C libraries for LÖVE handled?
Posted: Sat Oct 16, 2021 2:28 pm
I would like to use sqlite in an Android app. I would like it to work across Linux desktop and Android platforms at least.
For this I'll need to compile in the C source of that lib, as well include the Lua wrapper in the game.love bundle. Some of these wrappers provide traditional C binding, others use JIT FFI. Is one preferred for cross-platform use?
Is there a documented way of how to approach this in LÖVE? On how to build and distribute the C library. Maybe some example repo?
As an example of what I'm after, there is a similar framework called LOVR that has plugins supported through the build system. Plugins can be separate repositories with just the necessary code, and not forks of the whole framework.
For this I'll need to compile in the C source of that lib, as well include the Lua wrapper in the game.love bundle. Some of these wrappers provide traditional C binding, others use JIT FFI. Is one preferred for cross-platform use?
Is there a documented way of how to approach this in LÖVE? On how to build and distribute the C library. Maybe some example repo?
As an example of what I'm after, there is a similar framework called LOVR that has plugins supported through the build system. Plugins can be separate repositories with just the necessary code, and not forks of the whole framework.
Code: Select all
https://lovr.org/docs/Plugins