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Update README;
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README.md
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README.md
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@ -14,11 +14,10 @@ function lovr.update(dt)
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end
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```
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Then, start the OSVR server and run your game:
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Then, run your game:
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```sh
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$ cd path/to/myGame
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$ lovr .
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$ lovr path/to/myGame
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```
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Dependencies
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@ -27,15 +26,13 @@ Dependencies
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- LuaJIT
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- GLFW (3.2+) and OpenGL (3.2+)
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- assimp
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- OSVR-Core
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- SteamVR (OpenVR)
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Compiling
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---
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### Windows (CMake)
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- Install [Boost 1.57](http://www.boost.org/users/history/version_1_57_0.html) to `C:\local\boost_1_57_0`.
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- Download and extract a pre-built [OSVR-Core](http://access.osvr.com/binary/osvr-core).
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- Install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
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```sh
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@ -43,12 +40,12 @@ cd lovr
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git clone --recursive https://github.com/bjornbytes/lovr-deps deps
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```
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Finally, build using the CMake GUI or using the CMake command line. Make sure you pass the `OSVR_PATH` option:
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Next, build using the CMake GUI or using the CMake command line.
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```sh
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mkdir build
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cd build
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cmake -DOSVR_PATH=/path/to/osvr-core ..
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cmake ..
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```
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This should output a Visual Studio solution, which can be built using Visual Studio or by using CMake:
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@ -57,10 +54,16 @@ This should output a Visual Studio solution, which can be built using Visual Stu
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cmake --build .
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```
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The executable will then exist at `/path/to/lovr/build/Debug`.
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### OSX (tup)
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Used for development, not generally recommended.
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```sh
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brew tap OSVR/osvr
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brew install assimp glfw3 luajit osvr-core
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cd lovr
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git clone git@github.com:ValveSoftware/openvr ..
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export DYLD_LIBRARY_PATH=`pwd`/../openvr/lib/osx32
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brew install assimp glfw3 luajit
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tup
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```
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@ -21,5 +21,5 @@ export DYLD_LIBRARY_PATH;
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: foreach timer/*.c |> clang -c %f -o %o $(CFLAGS) |> obj/%B.o
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: foreach lovr/*.c |> clang -c %f -o %o $(CFLAGS) |> obj/lovr_%B.o
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: foreach *.c |> clang -c %f -o %o $(CFLAGS) -v |> obj/%B.o
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: obj/*.o |> clang -o %o %f $(LIBS) -v |> ../lovr
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: foreach *.c |> clang -c %f -o %o $(CFLAGS) |> obj/%B.o
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: obj/*.o |> clang -o %o %f $(LIBS) |> ../lovr
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