Edit: it seems there is another version of this that works in 0.10
https://github.com/tanema/light_world.lua
which one to pick?
Search found 185 matches
- Sun Mar 19, 2017 11:06 am
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 122011
- Fri Feb 17, 2017 7:55 pm
- Forum: General
- Topic: OpenAL EFX implementation
- Replies: 19
- Views: 13697
Re: OpenAL EFX implementation
You're right, there's less good stuff in there than I thought there was. It is all tied in with ardour and would need to be adapted. Some scripts there contain actual DSP code: https://github.com/Ardour/ardour/blob/master/scripts/HiAndLowPass.lua and https://github.com/Ardour/ardour/blob/master/scri...
- Fri Feb 17, 2017 5:50 pm
- Forum: General
- Topic: Commercial games in Löve. Is anything missing?
- Replies: 9
- Views: 8509
Re: Commercial games in Löve. Is anything missing?
I knew that Steam and GOG Galaxy worked through some sort of libraries, but you can't even share your integration code? What sense does that make? It's a bit harsh. Fenrir, good to see that your game is released. It looks interesting. Also good to hear that your experience with Löve was good. You sh...
- Fri Feb 17, 2017 3:49 pm
- Forum: General
- Topic: Commercial games in Löve. Is anything missing?
- Replies: 9
- Views: 8509
Re: Commercial games in Löve. Is anything missing?
Well, using the FFI has the obvious downside that the thing is no longer cross platform. With some additional effort per platform (five supported by Löve currently) and architecture it can be made to work I guess, but that's less than ideal.
So you'd say there is nothing missing?
So you'd say there is nothing missing?
- Fri Feb 17, 2017 3:27 pm
- Forum: General
- Topic: OpenAL EFX implementation
- Replies: 19
- Views: 13697
Re: OpenAL EFX implementation
This is amazing! It's really great that Löve audio receives some love. What may be helpful to someone is that Ardour has support for Lua scripting and a bunch of simple plug-ins have been written for it. Some are good enough to be included in ardour and done by people who know what they re doing (li...
- Fri Feb 17, 2017 3:13 pm
- Forum: General
- Topic: Commercial games in Löve. Is anything missing?
- Replies: 9
- Views: 8509
Commercial games in Löve. Is anything missing?
Hi there, I noticed that there appears to be at least one commercially successful game made in Löve, "Move or Die". I did not try it since to this day I refuse to buy games on Steam. However, from the videos it seems incredibly well done and great fun. It has stuff like steam workshop inte...
- Fri Feb 17, 2017 2:53 pm
- Forum: General
- Topic: Skeletal animation in 2D
- Replies: 11
- Views: 10224
Re: Skeletal animation in 2D
I also just stumbled upon coa_tools and it looks nice, even if I barely understand how it works. I think the main thing we are missing is not an importer but something that lets you work sensibly with this stuff once it is imported. Guess that would correspond to the "runtime". I noticed t...
- Tue Aug 09, 2016 10:42 pm
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 7458
Re: Positional Audio
Thanks. There was some confusion on multiple levels. Even though the game jam is over and I could not finish anything I try to get the game into a working state, after which I will document my findings (in the wiki and elsewhere).
- Tue Aug 09, 2016 10:12 pm
- Forum: Support and Development
- Topic: Audio Orientation (simple question)
- Replies: 6
- Views: 4102
Re: Audio Orientation (simple question)
hey, i also needed this informations, the love wiki is lacking a lot of this openal descriptions. Löve uses OpenAL for positional audio and OpenAL uses the RHS coordinate system. This is the best picture to show it. http://www.mathlynx.com/online/sites/mathlynx.com/files/calcNvar/image/geom_2D_3D/r...
- Sat Aug 06, 2016 11:15 am
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 7458
Re: Positional Audio
Sources are omnidirectional by default, but that should not matter. Moving around a source works just fine, orientation does not. If my hearing does not cheat me the y axis has some effect, but it is rather subtle and most likely the lowpass filter of the distance model. This however makes no sense ...