Re: Including compiled lua Code in a pre-build application

  • From: "Michael Taboada (AI5HF)" <ai5hf@xxxxxxxxxxx>
  • To: "luajit@xxxxxxxxxxxxx" <luajit@xxxxxxxxxxxxx>
  • Date: Wed, 25 Mar 2015 10:41:08 -0500

Hi,
Thanks. Although I think you may have misunderstood me. I plan to link it 
statically anyway, but I was talking about the lua code written for my game 
engine, basically the logic of the game people make with my engine. So the lua 
code itself, rather than the library to run it. I understand I could distribute 
luajit with my program, then run it over all the lua files in the game in 
question, but then how to link the object files into my binary without using a 
linker so that the end-user of my products doesn't have to have a linker 
installed on their system?
Thanks,
Michael.


Sent from my iPhone

> On Mar 25, 2015, at 10:26 AM, Nagaev Boris <bnagaev@xxxxxxxxx> wrote:
> 
> On Wed, Mar 25, 2015 at 2:44 PM, Michael Taboada (AI5HF)
> <ai5hf@xxxxxxxxxxx> wrote:
>> Hi,
>> My friend and I are looking into building a specialized game engine. I was 
>> trying to get it to be as cross platform as possible, so stumbled across lua 
>> and luajit. Now I have a few questions. Would it be possible, for example, 
>> to create a binary file of my game engine C++ code, then compile the lua 
>> code with luajit and then included in my binary, without having.The user of 
>> my game engine to have a compiler and linker on their system? I'm just 
>> trying to figure out the best way to include lua code in the application 
>> itself, without having to have the user compile the code from scratch. It 
>> would also help if I could do this with iOS, so the code could be pre 
>> compiled, and then just LinkedIn before the application is built.
>> Thanks for any advice,
>> Michael.
>> 
>> 
>> Sent from my iPhone
> 
> Link your game engine with Lua or LuaJIT statically.
> 
> Best regards,
> Boris Nagaev
> 
> 

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