Search found 5 matches

by rozenmad
Tue Dec 10, 2019 1:25 am
Forum: Libraries and Tools
Topic: BulletPhysics module for LÖVE
Replies: 0
Views: 908

BulletPhysics module for LÖVE

Hey. I’m programming my game, in trying to deal with BulletPhysics I wrote my module for love2d. It is still under development. I am not an expert in Bullet Physics and LOVE sources. So memory leaks are possible. I did not have time to test it properly. I will be glad if you find this useful. https:...
by rozenmad
Sun Nov 10, 2019 8:55 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1704
Views: 510975

Re: What's everyone working on? (tigsource inspired)

I'm working on a small wrapper on love2d, which combines 2D and 3D rendering. So far, nothing serious, only performance tests, but maybe in the future I will make a game.

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by rozenmad
Sat Jun 22, 2019 5:41 pm
Forum: Support and Development
Topic: This release is not compliant with the Google Play 64-bit requirement
Replies: 7
Views: 6138

Re: This release is not compliant with the Google Play 64-bit requirement

I tried to compile love2d for arm64-v8a and finally I've done it. I haven't tested it yet, but here is the link: https://github.com/rozenmad/love2d-android-admob Put the game (game.love) in the directory (project)/app/src/main/assets (if this directory doesn't exist then create it). Without it the g...
by rozenmad
Mon Feb 04, 2019 12:57 am
Forum: Support and Development
Topic: Problem with depth buffer in canvas
Replies: 0
Views: 2836

Problem with depth buffer in canvas

The depth buffer does not work when I render the scene in Canvas. The problem occurs on Intel HD Graphics 3000. Without using canvas, everything works well. I also tried to create a separate canvas for the depth buffer with parameters: { format = "(any depth format)", readable = true }, I get an err...
by rozenmad
Tue Jun 05, 2018 3:53 am
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 12
Views: 3859

Re: Getting a project to work with moonscript 0.5.0-1

I catch error from the Moonscript directly to LOVE, using this code. You may find it useful. assert(require("moonscript.init")) local moonscript = assert(require "moonscript.base") local util = assert(require "moonscript.util") local errors = assert(require "moonscript.errors") local iocb = assert(r...