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Recommended for release builds, but not recommended for debugging because it makes it harder to find the source of errors, among other issues with combining all source files.May use more memory during compilation, but may also improve compile times and code generation.WIILOVE_BUILD=unity: Make a unity build (all source files compiled as one). Will slow down WiiLÖVE's performance, but will make debugging easier.WIILOVE_BUILD=debug: Make a debug build, disabling optimizations and enabling debug symbols. The safety features are definitely recommended for external code, especially because they can allow games to handle errors gracefully. DO NOT use this mode for games that can use external code (for example, via a mod loader) however, because it may cause hard crashes if the external code has errors or is malicious.It may cause hard crashes if there are mistakes or errors. Only use this for finalized games or if the extra performance is absolutely necessary.Currrently does nothing other than change the internal mode to "debug," but will do more in the future.ĮXPERIMENTAL: WIILOVE_MODE=final: Increases performance by not checking for certain errors, and not falling back to the error handler.WIP: WIILOVE_MODE=debug: Enables features useful for debugging. It also allows your game to cleanly exit back to its loader (for example, the Homebrew Channel) if it crashes. WiiLÖVE also has a built-in error handler, making game development much easier to debug. It will automatically compile and run your game for you, no complex setup needed. All you have to do is learn Lua, an easy-to-learn and flexible programming language, write your game with WiiLÖVE's versatile API, and run it from your SD card with WiiLÖVE's binary, both during development and for your finished product. WiiLÖVE aims to make this much easier, at least for 2D game development. What if there was an easier way to start developing a Wii homebrew game? You also have to learn how to use many different Wii homebrew libraries and functions. Not only do you need to learn C/C++, but you also need to set up a toolchain and a proper development environment. The Wii has a lot of potential for homebrew development, but unfortunately getting started requires a lot of work.