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For packages that require native code, there are effectively three issues:
Some might require glue code that interacts with the runtime/interop layer (or other FFI bindings), such as GLFW/WebGPU
The LuaRocks approach of building binaries (DLL/SO) on the user's machine often fails spectacularly, at least on Windows
Shared libraries can't be loaded from zip apps at all, so deploying just a single binary becomes a large headache (if desired)
I think the simplest solution to these problems is:
This has to be built into the runtime itself, as it currently is. Hopefully it won't be an issue (overhead/cannot move things out?)
Building things on Linux is easy, so just download prebuilt artifacts from GitHub releases (works for Windows at least). If they don't work for some reason (glibc), packages could provide a script to build them - maybe ninjabuild.lua even
I don't think supporting DLL/SO load from zip apps is possible, it would mean extracting first. So just ship zip app + DLLs?
Duckwhale
changed the title
Consider adding a new CLI command to install packages from remote package repositories
Consider adding a new CLI command to install packages from remote package repositories (?)
Oct 8, 2023
Duckwhale
changed the title
Consider adding a new CLI command to install packages from remote package repositories (?)
Consider adding a new CLI command to install packages from remote repositories (?)
Oct 8, 2023
Goals:
./evo/<org>/<package>
)import
(similar torequire
, but with extra features - TBD)evo build
Note: This doesn't involve any actual package management or dependency resolution. No reinventing the wheel on that front!
Why? Allows moving some parts out of the runtime (see #280 ), while still allowing apps to use, say, WebViews, with ease.
May require (pun intended) splitting into multiple issues as there are some complexities when it comes to
import
and zip apps.For some additional constraints and design issues that need to be considered, see https://github.com/evo-lua/internal/issues/1
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