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README.md
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README.md
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@ -35,4 +35,75 @@ Support for other hardware will happen eventually.
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Compiling
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Compiling
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---
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---
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See the [compilation guide](doc/COMPILING.md).
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How to compile LÖVR from source.
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### Dependencies
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- LuaJIT
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- GLFW (3.2+)
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- OpenGL (Unix) or GLEW (Windows)
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- assimp (for `lovr.model` and `lovr.graphics.newModel`)
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- OpenVR (for `lovr.headset`)
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#### Windows (CMake)
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First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
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```sh
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cd lovr
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git clone --recursive https://github.com/bjornbytes/lovr-deps deps
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```
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Next, use CMake to generate the build files:
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```sh
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mkdir build
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cd build
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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 you can
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just build it with CMake:
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```sh
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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/lovr.exe`. The recommended way to
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create and run a game from this point is:
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- Create a shortcut to the `lovr.exe` executable somewhere convenient.
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- Create a folder for your game: `MySuperAwesomeGame`.
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- Create a `main.lua` file in the folder and put your code in there.
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- Drag the `MySuperAwesomeGame` folder onto the shortcut to `lovr.exe`.
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#### Unix (CMake)
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First, clone [OpenVR](https://github.com/ValveSoftware/openvr). For this example, we'll clone
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`openvr` into the same directory that `lovr` was cloned into. Next, install the other dependencies
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above using your package manager of choice:
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```sh
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brew install assimp glfw3 luajit
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```
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On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
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`/path/to/openvr/lib/osx32`.
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Next, build using CMake:
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```sh
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mkdir build
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cd build
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cmake .. -DOPENVR_DIR=../../openvr
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cmake --build .
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```
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The `lovr` executable should exist in `lovr/build` now. You can run a game like this:
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```sh
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./lovr /path/to/myGame
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```
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You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
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`/usr/local/bin`) and run games from anywhere by just typing `lovr`.
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@ -1,78 +0,0 @@
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Compiling
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===
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How to compile LÖVR from source.
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Dependencies
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---
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- LuaJIT
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- GLFW (3.2+)
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- OpenGL (Unix) or GLEW (Windows)
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- assimp (for `lovr.model` and `lovr.graphics.newModel`)
|
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- OpenVR (for `lovr.headset`)
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Windows (CMake)
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---
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First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
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```sh
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cd lovr
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git clone --recursive https://github.com/bjornbytes/lovr-deps deps
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```
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Next, use CMake to generate the build files:
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```sh
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mkdir build
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cd build
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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 you can
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just build it with CMake:
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```sh
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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/lovr.exe`. The recommended way to
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create and run a game from this point is:
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- Create a shortcut to the `lovr.exe` executable somewhere convenient.
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- Create a folder for your game: `MySuperAwesomeGame`.
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- Create a `main.lua` file in the folder and put your code in there.
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- Drag the `MySuperAwesomeGame` folder onto the shortcut to `lovr.exe`.
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Unix (CMake)
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---
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First, clone [OpenVR](https://github.com/ValveSoftware/openvr). For this example, we'll clone
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`openvr` into the same directory that `lovr` was cloned into. Next, install the other dependencies
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above using your package manager of choice:
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```sh
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brew install assimp glfw3 luajit
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```
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On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
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`/path/to/openvr/lib/osx32`.
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Next, build using CMake:
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```sh
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mkdir build
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cd build
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cmake .. -DOPENVR_DIR=../../openvr
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cmake --build .
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```
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The `lovr` executable should exist in `lovr/build` now. You can run a game like this:
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```sh
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./lovr /path/to/myGame
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```
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You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
|
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`/usr/local/bin`) and run games from anywhere by just typing `lovr`.
|
|
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