[Date Prev][Date Next][Thread Prev][Thread Next]
- Subject: Re: Lua for Windows needs help
- From: Joshua Jensen <josh.jjensen@...>
- Date: Thu, 03 Mar 2011 22:36:34 -0700
----- Original Message -----
From: David Manura
Date: 3/2/2011 10:21 PM
Ah, me, too. I just want a build system that does everything I need
without fuss and does it quickly. (Hey, just because I maintain JamPlus
doesn't mean I'm always happy with it... I spent an hour the other day
in a Jam rule trying to determine why it wasn't working!)
On Wed, Mar 2, 2011 at 11:31 AM, Joshua Jensen<firstname.lastname@example.org> wrote:
LuaPlus uses the build system JamPlus to build Lua binaries and some 60 Lua
modules on Windows, Mac OS X, and Linux. JamPlus works with Visual C++ 6
through Visual Studio 2010 and MinGW (not recently tested) on Windows and
GCC on Linux and Mac OS X. Like CMake, JamPlus generates appropriate IDE
projects for Visual Studio or Xcode. [...]
Lua.CModule bitop : bit : bit.c ;
Thanks for sharing. I'm a little weary of yet-another-homegrown-build
system  (albeit jam fork here),
I spent years in front of SCons, Boost Jam, CMake, and others trying to
avoid yet another build system. But my requirements always seemed to
extend beyond those offered by others with performance  being near
the top of my list. I started using Jam in 2004 for a cross-console
project. I tried to use others that were Python-based (SCons) or had
more features (Boost Jam) or could perform IDE project generation
(CMake). None had everything I wanted for huge projects; at least one
other person concurred   .
No, there is not a detailed published description of the overall
motivation, but there now deserves to be. What was a contribution to
sweng-gamedev some years back of what I was using for my own projects
has ballooned into something larger. JamPlus is now being used by
corporations. It is cross platform. It has nifty supports for all the
standard platforms plus iOS devices, Android NDK, and the Google Native
Client. People have added (under NDA) support for Wii, Xbox 360, and
PS3. It has built-in parallel build support for Lua through Lanes
<grin>. Others are improving the software and contributing fixes.
JamPlus stands as one of my most successful open source projects for
that reason alone; I'm not getting contributions just from individuals,
I'm getting them from corporations, too, and not infrequently.
if there's any more recent or detailed published description of the
motivation given below, particularly in relation to the bigger names
of cmake and bjam.
With regard to CMake: Barring CMake's Makefile generator, the Visual
Studio project generator lets Visual Studio run the build. CMake may
provide pre- and post-build steps, but the build is turned over to the
IDE to handle. That is what CMake was designed for. In contrast,
JamPlus actually runs the build beginning to end in IDE or without.
With regard to Boost Jam: It is slow. Another studio within the
organization I work uses Boost Jam. Benchmarks proved that Boost Jam is
considerably slower than straight Perforce Jam + patches. Boost Jam has
some (really) nice features, but they broke performance pretty badly.
If this has changed in the past year, that's great!