Update README;

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bjorn 2017-05-20 09:44:06 -06:00
parent e9605dfcf3
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Compiling LÖVR
===
You might want to compile LÖVR from source so you can use LÖVR on other operating systems or create
a custom build. Below is a guide for setting up all the dependencies
Dependencies
---
- LuaJIT
- GLFW (3.2+)
- OpenGL (3+)
- assimp
- OpenVR (1.0.5, for `lovr.headset`)
- PhysicsFS
- OpenAL (1.17+ recommended for HRTF support)
- FreeType
- Emscripten (optional, for compiling for web)
See [lovr-deps](https://github.com/bjornbytes/lovr-deps) for a GitHub repo containing all of these
as submodules.
Windows (CMake)
---
First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
```sh
cd lovr
git clone --recursive https://github.com/bjornbytes/lovr-deps deps
```
Next, use CMake to generate the build files:
```sh
mkdir build
cd build
cmake ..
```
This should output a Visual Studio solution, which can be built using Visual Studio. Or you can
just build it with CMake:
```sh
cmake --build .
```
The executable will then exist at `/path/to/lovr/build/Debug/lovr.exe`. The recommended way to
create and run a game from this point is:
- Create a shortcut to the `lovr.exe` executable somewhere convenient.
- Create a folder for your game: `MySuperAwesomeGame`.
- Create a `main.lua` file in the folder and put your code in there.
- Drag the `MySuperAwesomeGame` folder onto the shortcut to `lovr.exe`.
Unix (CMake)
---
First, clone [OpenVR](https://github.com/ValveSoftware/openvr). For this example, we'll clone
`openvr` into the same directory that `lovr` was cloned into.
```sh
git clone --branch v1.0.5 https://github.com/ValveSoftware/openvr.git
```
Next, install the other dependencies above using your package manager of choice:
```sh
brew install assimp glfw3 luajit physfs freetype openal-soft
```
On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
`/path/to/openvr/lib/osx32`.
Next, build using CMake:
```sh
mkdir build
cd build
cmake .. -DOPENVR_DIR=../../openvr
cmake --build .
```
The `lovr` executable should exist in `lovr/build` now. You can run a game like this:
```sh
./lovr /path/to/myGame
```
You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
`/usr/local/bin`) and run games from anywhere by just typing `lovr`.
WebVR
---
First, install the Emscripten SDK. Make sure you're running [this
branch](https://github.com/bjornbytes/emscripten/tree/lovr) of Emscripten.
```sh
mkdir build
cd build
emcmake cmake -DCMAKE_BUILD_TYPE=Release ..
emmake make -j2
```
The above commands will output `lovr.html`, `lovr.js`, and `lovr.js.mem`. To package a game, run:
```
python /path/to/emscripten/tools/file_packager.py game.data --preload /path/to/game@/ --js-output=game.js
```
Which will output `game.js` and `game.data`. The `lovr.html` file will need to be modified to
include `game.js` in a script tag.

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README.md
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@ -8,10 +8,10 @@ Features
---
- Automatically detects and renders to connected VR headsets (works without a headset too!)
- Simple graphics API supporting 3D primitives, 3D models, fonts, shaders, and skyboxes.
- Simple 3D graphics API supporting primitives, 3D models, fonts, shaders, and skyboxes.
- Export projects to standalone executables, or export to the web using WebVR.
- Spatialized audio for more immersive experiences.
- 3D physics system
- Spatialized audio
- 3D physics
Getting Started
---
@ -26,8 +26,9 @@ function lovr.draw()
end
```
Put that code in a file called `main.lua`, and drop the `main.lua` folder onto `lovr.exe`. Put
on your headset and you should see the text at the front of your play area!
To run it, first create a folder for your project and put the code in a file called `main.lua`.
Then, just drop the `project` folder onto `lovr.exe` (or run `lovr.exe path/to/project` on the
command line). Put on your headset and you should see the text at the front of your play area!
#### Spinning Cube
@ -69,112 +70,8 @@ and can be found [here](https://github.com/bjornbytes/lovr-docs).
Compiling
---
You might want to compile LÖVR from source so you can use LÖVR on other operating systems or create
a custom build.
### Dependencies
- LuaJIT
- GLFW (3.2+)
- OpenGL (3+)
- assimp
- OpenVR (1.0.5, for `lovr.headset`)
- PhysicsFS
- OpenAL (1.17+ recommended for HRTF support)
- FreeType
- Emscripten (optional, for compiling for web)
See [lovr-deps](https://github.com/bjornbytes/lovr-deps) for a GitHub repo containing all of these
as submodules.
#### Windows (CMake)
First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
```sh
cd lovr
git clone --recursive https://github.com/bjornbytes/lovr-deps deps
```
Next, use CMake to generate the build files:
```sh
mkdir build
cd build
cmake ..
```
This should output a Visual Studio solution, which can be built using Visual Studio. Or you can
just build it with CMake:
```sh
cmake --build .
```
The executable will then exist at `/path/to/lovr/build/Debug/lovr.exe`. The recommended way to
create and run a game from this point is:
- Create a shortcut to the `lovr.exe` executable somewhere convenient.
- Create a folder for your game: `MySuperAwesomeGame`.
- Create a `main.lua` file in the folder and put your code in there.
- Drag the `MySuperAwesomeGame` folder onto the shortcut to `lovr.exe`.
#### Unix (CMake)
First, clone [OpenVR](https://github.com/ValveSoftware/openvr). For this example, we'll clone
`openvr` into the same directory that `lovr` was cloned into.
```sh
git clone --branch v1.0.5 https://github.com/ValveSoftware/openvr.git
```
Next, install the other dependencies above using your package manager of choice:
```sh
brew install assimp glfw3 luajit physfs freetype openal-soft
```
On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
`/path/to/openvr/lib/osx32`.
Next, build using CMake:
```sh
mkdir build
cd build
cmake .. -DOPENVR_DIR=../../openvr
cmake --build .
```
The `lovr` executable should exist in `lovr/build` now. You can run a game like this:
```sh
./lovr /path/to/myGame
```
You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
`/usr/local/bin`) and run games from anywhere by just typing `lovr`.
#### WebVR
First, install the Emscripten SDK. Make sure you're running [this
branch](https://github.com/bjornbytes/emscripten/tree/lovr) of Emscripten.
```sh
mkdir build
cd build
emcmake cmake -DCMAKE_BUILD_TYPE=Release ..
emmake make -j2
```
The above commands will output `lovr.html`, `lovr.js`, and `lovr.js.mem`. To package a game, run:
```
python /path/to/emscripten/tools/file_packager.py game.data --preload /path/to/game@/ --js-output=game.js
```
Which will output `game.js` and `game.data`. The `lovr.html` file will need to be modified to
include `game.js` in a script tag.
To compile from source to create a custom build or contribute to LÖVR, see
[`COMPILING.md`](COMPILING.md).
License
---