Building LOVE2D in general
Posted: Mon Apr 06, 2009 7:48 pm
I'm a new love2d user, but have got lots of Lua experience. I try to build
my system using my own build frameworks, to avoid having lots of duplicate
library source kicking around.
I agree in principle that it's much easier to pull down all of the source
for love2d and required libraries than to have to gather sources for
luasocket, freetype2 etc.
I guess my question is this:
When we start having to build love2d as an application within a framework
that may already have luasocket, luafilesystem, freetype, libgl, etc, are there
better ways to organize the source code?
What are the best practices when building, linking, and distributing love2d
as a standalone app?
Or should we just use the source as is and have possibly inconsistent
and conflicting source with other Lua or system apps and libs?
Ralph
PS. Sorry if this is unclear. I'm just getting my head around building very large
libraries and self-contained distros around Lua...
my system using my own build frameworks, to avoid having lots of duplicate
library source kicking around.
I agree in principle that it's much easier to pull down all of the source
for love2d and required libraries than to have to gather sources for
luasocket, freetype2 etc.
I guess my question is this:
When we start having to build love2d as an application within a framework
that may already have luasocket, luafilesystem, freetype, libgl, etc, are there
better ways to organize the source code?
What are the best practices when building, linking, and distributing love2d
as a standalone app?
Or should we just use the source as is and have possibly inconsistent
and conflicting source with other Lua or system apps and libs?
Ralph
PS. Sorry if this is unclear. I'm just getting my head around building very large
libraries and self-contained distros around Lua...