These questions are mainly to the devs (or other people who know their way around LÖVE sources):
1. Is this possible (without rewriting LÖVE from scratch)?
2. Would it take much effort to do it?
I know C++ pretty well (though I haven't programmed in it for few months), and I may even be willing to do this myself, but I don't want to dive into the code unless I know it's not a major challenge.
LÖVE as a module for standalone Lua?
- bartbes
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Re: LÖVE as a module for standalone Lua?
It is easy. In fact, if you compile it to a library it will already work. The big problem with this is you don't get any initialization.
If you look at boot.lua you'll see exactly how it works (since, from boot.lua's perspective, it already is just another module).
If you look at boot.lua you'll see exactly how it works (since, from boot.lua's perspective, it already is just another module).
Re: LÖVE as a module for standalone Lua?
It's awesome! I find LÖVE good not only for games, but also for some apps, and sometimes I'd like to use it more as a library (in a use-at-will manner) rather than complete framework.
Thanks
Thanks
Re: LÖVE as a module for standalone Lua?
My projects current projects : dragoon-framework (includes lua-newmodule, lua-provide, lovemodular, , classcommons2, and more ...)
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