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 and compiling the code on various operating systems. Dependencies --- - LuaJIT - GLFW (3.2+) - OpenGL (3.3, ES3, or WebGL 2) - assimp - OpenVR (1.0.5, for `lovr.headset`) - PhysicsFS - OpenAL (1.17+ recommended for HRTF support) - FreeType - ODE (for `lovr.physics`) - 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 ode ``` 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. Unix: ```sh mkdir build cd build emcmake cmake -DCMAKE_BUILD_TYPE=Release .. emmake make -j2 ``` Windows (from a Visual Studio Command Prompt, make sure the Emscripten SDK is on PATH): ```sh mkdir build cd build emcmake cmake -G "NMake Makefiles" .. emmake nmake ``` 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. Troubleshooting --- - If you get "CMake no CMAKE_CXX_COMPILER found" on Windows, then install Visual Studio and create a blank C++ project, which will prompt you to install the compilers and tools necessary to compile LÖVR.