Post-0.10.0 feature wishlist

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Ranguna259
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Re: Post-0.10.0 feature wishlist

Post by Ranguna259 »

Add support for Dualshock 4's LED so we can change its color :D
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Rucikir
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Re: Post-0.10.0 feature wishlist

Post by Rucikir »

Hum, Vulkan ?
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slime
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Re: Post-0.10.0 feature wishlist

Post by slime »

Rucikir wrote:Hum, Vulkan ?
I talked about Vulkan a bit in this old thread: viewtopic.php?f=3&t=79819#p181295


There's currently an issue report open for making love.physics nicer to use. If anyone has any thoughts, please post there! https://bitbucket.org/rude/love/issues/ ... hysics-api
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Tanner
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Re: Post-0.10.0 feature wishlist

Post by Tanner »

Something probably nobody cares about but me: a better documented, more unified build system. It would be nice if Megasource worked on every platform and I would be love to help with that but it is a daunting task for the uninitiated to tackle solo.
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Re: Post-0.10.0 feature wishlist

Post by bobbyjones »

Let's use a Lua-based build system \o/

Like http://premake.github.io
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kikito
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Re: Post-0.10.0 feature wishlist

Post by kikito »

bobbyjones wrote:Let's use a Lua-based build system \o/

Like http://premake.github.io
Or http://gittup.org/tup/
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slime
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Re: Post-0.10.0 feature wishlist

Post by slime »

Tanner wrote:Something probably nobody cares about but me: a better documented, more unified build system. It would be nice if Megasource worked on every platform and I would be love to help with that but it is a daunting task for the uninitiated to tackle solo.
It might be feasible for OS X, however I generally much prefer to use Xcode directly (you can also run 'xcodebuild' from the command line if you want), so I haven't tried. Also, new versions of Xcode come out very frequently and often add new features which CMake might not have natively. For example the new OS X icons use one such feature.

It's not really feasible on iOS. Some of LÖVE's dependencies don't have proper iOS support out of the box and I had to use customized versions which don't necessarily have CMake support. SDL2 also only supports building for iOS via Xcode rather than with CMake.
Also, you will need to use Xcode regardless, when building LÖVE for iOS, because that's where you can codesign the app, upload it to your iOS device, and upload it to Apple for review. CMake generates system-dependent Xcode project files which I can't distribute with LÖVE's source, I think.

Linux is probably doable (I think fysx even has a branch in love-experiments that does that). But LÖVE should be as easy as possible to build on as many Linux distributions as possible, and making CMake the official / only way to build LÖVE on Linux might go against that. bartbes would have to comment though.

I have no idea about Android.
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HDPLocust
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Re: Post-0.10.0 feature wishlist

Post by HDPLocust »

I want to change the module love.filesystem, to use it with global paths.
Map editors, custom applications, etc. require LFS or a similar library to make, for example, folder dialog box.
Now i use FFI for global folder listing and other IO things.

Also, the particle system would be more manageable.
It would be nice to directly control, to do physical particles.

At last, sorry if not the topic, i see some bugs with arcs/ellipses (link), with any line join except 'none'.
https://pp.vk.me/c629520/v629520986/350 ... KU9R60.jpg

Thanks.
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slime
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Re: Post-0.10.0 feature wishlist

Post by slime »

HDPLocust wrote:folder dialog box.
https://bitbucket.org/rude/love/issues/ ... g-function
HDPLocust wrote:Also, the particle system would be more manageable.
It would be nice to directly control, to do physical particles.
Yeah, it would be nice to make particle systems more flexible and less verbose, although I'm not sure what the best way to go about it would be while maintaining adequate performance.
HDPLocust wrote:At last, sorry if not the topic, i see some bugs with arcs/ellipses (link), with any line join except 'none'.
https://pp.vk.me/c629520/v629520986/350 ... KU9R60.jpg
https://bitbucket.org/rude/love/issues/ ... -on-arc-as
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spill
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Re: Post-0.10.0 feature wishlist

Post by spill »

slime wrote:Yeah, it would be nice to make particle systems more flexible and less verbose, although I'm not sure what the best way to go about it would be while maintaining adequate performance.
For less verbose, I think it would be nice if the API were more table-with-keywords-oriented instead of many-function-calls-oriented. For example, instead of this:

Code: Select all

local explosion = love.graphics.newParticleSystem(circle, 1000)
explosion:setParticleLifetime(.8,2)
explosion:setColors(255,255,255,255, 255,200,0,255, 200,0,0,200, 0,0,0,180, 0,0,0,0)
explosion:setLinearAcceleration(0,-2500,0,-2000)
explosion:setSizes(.05,.3,.4,.5,.8,.9,.95,1)
explosion:set...
It could be more like this:

Code: Select all

local explosion = love.graphics.newParticleSystem(circle, 1000)
explosion:setParameters{
    particleLifetime={.8,2},
    colors={255,255,255,255, 255,200,0,255, 200,0,0,200, 0,0,0,180, 0,0,0,0},
    linearAcceleration={0,-2500,0,-2000},
    sizes={.05,.3,.4,.5,.8,.9,.95,1},
    ...
}
Which saves retyping "explosion:set" on every single line. I think that's close to as unverbose as the API can get, because pretty much all of the characters in the second version are meaningful.
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