- 3D model loading
- Skyboxes
- Controller input (:isDown, :getAxis) and haptic feedback (:vibrate)
- Textures that can be applied to Models and Buffers (e.g. model:setTexture(lovr.graphics.newTexture('file.png')))
- More primitives (points, triangles)
- Filesystem stuff (proper require path, save directory, read/write)
Integrating VR into a 2D engine seemed like swimming upstream in a few too many ways! I think this has already been done too -- Love3D has support for the Oculus Rift. A separate project forced me learn more about what goes into making an engine like LÖVE and alleviated the pain of maintaining a fork.raidho36 wrote:But why didn't you use existing framework and patch it to work in 3d and VR?