Any version of LÖVE is not using the Metal implementation, instead it's using OpenGL / OpenGL ES. However, on newer iOS versions Apple's OpenGL ES implementation uses Metal under the hood. This is independent of LÖVE's version.
RichLÖVE Mobile 0.10.2 - AdMob+UnityAds+PlayGamesServices+GameCenter
Re: RichLÖVE Mobile 0.10.2 - AdMob+UnityAds+PlayGamesServices+GameCenter
Visual Studio Code Template • RichLÖVE Mobile (AdMob+UnityAds+PlayGamesServices+GameCenter) • Add me on Discord
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Re: RichLÖVE Mobile 0.10.2 - AdMob+UnityAds+PlayGamesServices+GameCenter
I have a noob question (which is part of a larger thread):
Is my understanding correct this is not a library, but rather an extension of the engine itself?
If so, how does one go around making things work?
Specifically, do i simply follow these instructions and put the game (game.love) in the directory (project)/app/src/main/assets before compiling richlove?
Related to that, is there a way to test the features of this 'library' without a need for apk creation every single time (eg, compile LOVE app and then run .love files through a file system)?
Thanks!
Is my understanding correct this is not a library, but rather an extension of the engine itself?
If so, how does one go around making things work?
Specifically, do i simply follow these instructions and put the game (game.love) in the directory (project)/app/src/main/assets before compiling richlove?
Related to that, is there a way to test the features of this 'library' without a need for apk creation every single time (eg, compile LOVE app and then run .love files through a file system)?
Thanks!
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