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- Subject: Re: Setting up Lua on a Mac OSX 10.4.11 system
- From: Mike McGonagle <mjmogo@...>
- Date: Wed, 15 Dec 2010 19:35:26 -0500
Thanks, Eric, I was pretty much remembering what was said about the
whole iPhone and iPad thing by Apple in that they would not allow any
other "programming languages" other than the ones they used...
Either way, this is kind of a moot point, as I am still planning on
switching over to Linux as soon as I can afford the hardware...I just
can't afford the expensive hardware anymore. Machines are getting fast
enough now that I don't want to be forced to upgrade hardware just to
stay current with an operating system.
But I will check out your links, they seem interesting. Thanks.
Mike
On Wed, Dec 15, 2010 at 6:58 PM, Eric Wing <ewmailing@gmail.com> wrote:
> On 12/15/10, Mike McGonagle <mjmogo@gmail.com> wrote:
>> Thanks, Eric. I was actually hoping to find a way to set this up as a
>> Linux system would, mostly because I am planning on purchase some new
>> hardware and build a Linux system. I just can't afford Apple anymore.
>> Besides, they seem to be making their system more and more
>> proprietary, I mean, can you run Lua on the iPhone and iPad? Last I
>> heard, that was not possible.
>
> Yes, Lua runs on iOS and lots of people are using it. Top games like
> Angry Birds use Lua.
>
> My blog post here contains the passage that allows interpretors:
> http://playcontrol.net/ewing/jibberjabber/apple-ios-license-term-chan.html
>
>> Anyway, after reading that PDF file I linked earlier, it does not go
>> into how compile a library file. If anyone knows how to do that, I
>> would greatly appreciate any tips you could offer.
>
> I use CMake to avoid build-system porting hassles. This page has links
> to a Lua repo with CMake description.
> http://playcontrol.net/ewing/jibberjabber/git_superproject_and_submod.html
>
>
> -Eric
> --
> Beginning iPhone Games Development
> http://playcontrol.net/iphonegamebook/
>
>