Questions about Löve's source code structure

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Robin
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Re: A question for the Löve developers

Post by Robin »

davisdude wrote:There used to be a place where all the IRC chats were stored, but that stopped some time in 2012...
*cough*
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Re: A question for the Löve developers

Post by davisdude »

Well that's embarrassing. I don't know how I missed all of those... :oops:
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim
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bartbes
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Re: A question for the Löve developers

Post by bartbes »

And a small tip, if you remove the gz extension from the links it opens as a text file again, the listing just doesn't show that option.
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Re: A question for the Löve developers

Post by Jeeper »

slime wrote:Yeah (stored as base64-encoded strings inside boot.lua.)

If you join the IRC channel you might have your questions answered more quickly. :)
I can't find the IRC channel ever since the website was remade. Any chance for a link?
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T-Bone
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Re: A question for the Löve developers

Post by T-Bone »

If somebody's looking for info like this, I think it's much mire likely they will find it here on the forums than in some random IRC log. That said, IRC is very convenient. Also, we've gotten quite off-topic.

Another question: How tightly integrated into other modules is love.filesystem? If I change stuff in its back end, will it break things? I might want to add Windows roaming storage support at some point, and that might require messing with the file system backend, I think. Possibly even replacing PhysFS.
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slime
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Re: A question for the Löve developers

Post by slime »

The IRC channel is #love at irc.oftc.net (as listed on the love homepage.) There isn't a direct link, but you can use OFTC's web chat: https://webchat.oftc.net/

love.filesystem functions are abstracted, but love relies heavily on the filesystem module and the APIs rely heavily on PhysFS' functionality. Instead of replacing PhysFS you should use PhysFS 2.1's io functions so you can plug your own "backend" into PhysFS. I think the Android port does that for certain things.

EDIT: https://bitbucket.org/MartinFelis/love- ... ter#cl-215

Also, the love 0.10.0 codebase has a lot of functionality common to all mobile platforms. It's still 'in flux' but if you base your changes off that then it might be easier to figure out what else needs to be added or changed. :)
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T-Bone
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Re: A question for the Löve developers

Post by T-Bone »

I'll start with the mobile-common branch of 0.9.2 for now, but I'll switch to 0.10.0 once it's released.

I didn't expect PhysFS to allow you to plug in your own code like that! Very nice, that saves me a lot of effort.

All in all, I'm surprised how well Löve is suited to be ported to everything and their toasters. Kudos!
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Re: A question for the Löve developers

Post by slime »

T-Bone wrote:I didn't expect PhysFS to allow you to plug in your own code like that! Very nice, that saves me a lot of effort.
Most of the helpful stuff for that in PhysFS is only available in version 2.1, which isn't officially released yet but both the iOS and Android ports use it.
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T-Bone
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Re: Questions about Löve's source code structure

Post by T-Bone »

Are there any specific requirements on what Lua versions Löve can run on? I assume at least LuaJIT and Lua 5.1.x should work, but can I run Lua 5.3 or 5.2? Building LuaJIT (even without JIT) seems like a pain :P
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Re: Questions about Löve's source code structure

Post by slime »

LÖVE should work out of the box with Lua 5.1, LuaJIT 2.x, or Lua 5.2 if 5.2 is built with compatibility mode enabled.

That said, some games probably rely on LuaJIT's FFI being present (which it still will be even with the JIT compiler disabled.) Using plain Lua 5.1 just while you get LÖVE up and running is probably a good idea though – it's what I did for the iOS port (and now it uses LuaJIT.)
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