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By default, the built-in lua that luarocks provides is 32-bit. LOVE can either be 32-bit or 64-bit, so there's a chance (hi) that your LOVE game and your loverocks install have different architectures.
We should probably do something about that ¯_(ツ)_/¯
The text was updated successfully, but these errors were encountered:
Detect it and report an error, let the user choose if he wants to use LÖVE for 32bits or if he wants to build a 64bit version of Lua/Luarocks (dependencies?)
This affects native modules: you can't use a 32-bit DLL with a 64-bit love and vice-versa.
The problem is that loverocks has no way of knowing which love.exe you want to bundle with your game (it's not a build tool), so the only possible time we could detect it is at runtime.
Maybe this is a good argument for packaging love+luarocks+loverocks into a single bundle?
By default, the built-in lua that luarocks provides is 32-bit. LOVE can either be 32-bit or 64-bit, so there's a chance (hi) that your LOVE game and your loverocks install have different architectures.
We should probably do something about that ¯_(ツ)_/¯
The text was updated successfully, but these errors were encountered: