It flickers...Ghoulsblade wrote:http://ghoulsblade.schattenkind.net/lov ... 0-%20info/
Love2D WebPlayer (WebGL)
Re: Love2D WebPlayer
Last edited by Nixola on Thu Mar 22, 2012 9:55 pm, edited 1 time in total.
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
Re: Love2D WebPlayer
Oh, no. No flash dependancies. It would be a conversion of ActionScript from the box2D flash library to Javascript. Projects have done this, but only as of recently. All the javascript ports that are worth looking at are 2.2(and started with 2.2 so no 2.0 in repos), so I was saying that I could find a 2.0 version of the flash version and compile it to Javascript via a script similar to that of what youre using to do this.ghoulsblade wrote:i'd prefer a pure javascript box2d without adding flash as dependency if it isn't needed.
This way it might even work on some newer smartphones that might not have flash (iphone? but i don't know much here)
I think there is one implementation for js but it's low prio for me.
Let's aim for the 0.7.2 api for now where we have docs and stable release.
If you want to make the box2d binding in js/love.physics.js please do, i'd be a big help, and noone is working on that yet afaik =)
I'm often in love irc as ghoul/ghoulsblade if you need some help how to make the js-lua binding, also love.audio.js/love.graphics.js/love.font.js have examples of how to bind objects.
Not saying I'm going to actually use Flash itself.
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Re: Love2D WebPlayer
ah ok, yeah, that'd work then =)
why not box2.2 if love0.8 is gonna use it anyway, lots of api breakage ?
why not box2.2 if love0.8 is gonna use it anyway, lots of api breakage ?
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Re: Love2D WebPlayer
2.2 isn't backwards compatible to 2.0.ghoulsblade wrote:ah ok, yeah, that'd work then =)
why not box2.2 if love0.8 is gonna use it anyway, lots of api breakage ?
2.2 introduces Fixtures, a way to connect bodies and shapes. I'd implement 2.2, but I feel that it would be nice if Love2D Webplayer could play 0.7.2 games without modification. If you have 0.8.0 physics and you have 0.7.2 API then most likely neither 0.8.0 or 0.7.2 code will work. I just seems weird to me.
Re: Love2D WebPlayer
Also!
I feel stupid, the stable version of Box2DFlash is 2.0 box2D implementation.
I guess this is good I don't have to dig through the repo's for a 2.0 implementation.
I feel stupid, the stable version of Box2DFlash is 2.0 box2D implementation.
I guess this is good I don't have to dig through the repo's for a 2.0 implementation.
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Re: Love2D WebPlayer
remind me to remove that horrid game, lol. Nice to see it working though.
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Re: Love2D WebPlayer
It may be horrid, but it's still amazing given the situation. I can't imagine what BrowserLöve will be like in a few years. I still think we should make a NaCl version. Google is hoping to get it picked up by other browsers, and what better way than to have some solid awesome stuff. But I'll settle for anything that gets even half the performance of normal Löve.
Re: Love2D WebPlayer
Go do it then :p I don't know much about NaCl and I think Javascript/HTML5 is a better route. You're the one who's got the ideas about it.Jasoco wrote:It may be horrid, but it's still amazing given the situation. I can't imagine what BrowserLöve will be like in a few years. I still think we should make a NaCl version. Google is hoping to get it picked up by other browsers, and what better way than to have some solid awesome stuff. But I'll settle for anything that gets even half the performance of normal Löve.
Go forth and do!
Re: Love2D WebPlayer
For the record I started implementing a Box2D javascript port.
I'm currently working on Body Objects. Next Shapes, then Collision, then Joints.
I'm currently working on Body Objects. Next Shapes, then Collision, then Joints.
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