shakesoda and myself have been working on a LÖVE3D tech demo that performs surprisingly well: we're managing over 8 million triangles in a scene without dropping frames on mid-tier GFX hardware. We also wrote an IQM 3D model loader, a 3D camera, and a 3D-oriented math library, all of which we're releasing for free under the MIT open source license. Listed below are several things we've currently released, with more expected to follow.
If you want to follow development or read a bit more detailed information, you can follow my new Dev Blog.
Note: the models exported a bit wonky from Blender, which is why the dancing might look a bit off.
I was totally advocating for the video being trimmed because of the wonky leg animations, though, that's 100% the fault of the VMD importer for blender.
a side note if anyone was curious about the memory stats: the animation buffers are *gigantic* for the video, that dance has about 2700 frames and 130 bones to the skeleton, and loading all that mesh data makes things peak pretty high. we haven't really tried to optimize for memory yet, but non-animated stuff is pretty small (see first screenshot)
Why is this Windows only? It's a Löve project. It should be a .love file. It's unfair to many people on this forum. And no, it does not work right if you drag the EXE onto the Love.app. It throws up an error. Please upload a .love. EXE should only be used for distribution of finished games.
You'll have to elaborate on that. What exactly is customized? Will there be a Mac version of this customized Löve engine? Or a Linux? Is this customized Love engine helping with the speed of rendering or is that a shader? How do you handle pixel depth?
Jasoco wrote:You'll have to elaborate on that. What exactly is customized? Will there be a Mac version of this customized Löve engine? Or a Linux? Is this customized Love engine helping with the speed of rendering or is that a shader? How do you handle pixel depth?
It's a custom build of Love's vertex buffer branch that we patched to fix a crash, and an FFI binding we're using is currently having issues on not-Windows or we'd just include bins.
The vertex buffer branch exposes arbitrary vertex attributes to shaders and we used FFI to enable OpenGL's depth testing. We're going to get it working on other stuff, it's just not the first priority.