LÖVE 0.8.0 Released
Re: LÖVE 0.8.0 Released
hooray!
Last edited by andmatand on Mon Apr 23, 2012 10:04 pm, edited 1 time in total.
- Puzzlem00n
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Re: LÖVE 0.8.0 Released
Nice, just in time for Ludum Dare's tenth anniversary, too! Good timing.
I LÖVE, therefore I am.
Re: LÖVE 0.8.0 Released
Nice to know. What I can gain in using JIT version instead the official one? Only speed or anything else? BTW your version even in size is the same as official one. Could be useful that you add some distinctive mark in version field of info box.slime wrote:Nothing's missing, the official version is just compressed better by using the official XCode tool for exporting the application. My new LuaJIT build does that now.coffee wrote:Ah congratulations to all! The OSX version is 3mb smaller than slime's beta early version. I hope nothing is missing.
Well, let's start the transition.
- slime
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Re: LÖVE 0.8.0 Released
You can use its FFI library to do some cool stuff or speed up things even more. LuaJIT also includes a bitwise operations module, the jit.os string for determining OS (which is now in standard LÖVE as well), string.dump/luac bytecode which is portable between architectures (not portable between versions though), a better math.random which generates the same output on all platforms, and a few other misc things.coffee wrote:Nice to know. What I can gain in using JIT version instead the official one? Only speed or anything else? BTW your version even in size is the same as official one. Could be useful that you add some distinctive mark in version field of info box.slime wrote:Nothing's missing, the official version is just compressed better by using the official XCode tool for exporting the application. My new LuaJIT build does that now.coffee wrote:Ah congratulations to all! The OSX version is 3mb smaller than slime's beta early version. I hope nothing is missing.
Well, let's start the transition.
Good point about the version identification, I'll do that in a sec.
Re: LÖVE 0.8.0 Released
I just came.
EDIT: Ok, so this post isn't completely useless, I'll probably start working on Scrap again once the love.physics API is updated on the wiki.
EDIT: Ok, so this post isn't completely useless, I'll probably start working on Scrap again once the love.physics API is updated on the wiki.
- tentus
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Re: LÖVE 0.8.0 Released
Same thoughts here. I loaded up Kurosuke this evening with the intent of getting it playable again, but I'm already frustrated. How doth I setSensor, my lords?Ensayia wrote:I just came.
EDIT: Ok, so this post isn't completely useless, I'll probably start working on Scrap again once the love.physics API is updated on the wiki.
Kurosuke needs beta testers
Re: LÖVE 0.8.0 Released
I have mixed feelings about this. On one hand there's all the new features and that stuff, On the other hand, Now i have to get used to the new syntax and all that..Actually after looking over the changelog it turns out the stuff that changed isn't something i've been using too much in the past anyway.
On a slightly related note, Are there any tutorials or something on shaders? I'd love to play with those a bit
On a slightly related note, Are there any tutorials or something on shaders? I'd love to play with those a bit
Re: LÖVE 0.8.0 Released
congarts!
good work
good work
- TechnoCat
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Re: LÖVE 0.8.0 Released
love.physics is where most of the API changed.veethree wrote:I have mixed feelings about this. On one hand there's all the new features and that stuff, On the other hand, Now i have to get used to the new syntax and all that..Actually after looking over the changelog it turns out the stuff that changed isn't something i've been using too much in the past anyway.
On a slightly related note, Are there any tutorials or something on shaders? I'd love to play with those a bit
and for shaders: viewtopic.php?f=4&t=3733
Re: LÖVE 0.8.0 Released
What a very nice surprise. Congrats and thanks to the team on this release!
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