Sorry, the lone little mathematician in me demands we reduce that to 3:2 ratio. XDappleide wrote:The Mac sources are simply repackaged versions of the Linux sources and then compiled. (You could also compile linux sources on mac)... The statistics don't look too biased against non-windows users. Roughly 6 vs 4! =D
GLSL in Löve
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Re: GLSL in Löve
We don't borrow, we don't read, we don't rent, we don't lease, we take the minds!
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Re: GLSL in Löve
Yeah, that's the case with frequent visitors (or at least frequent posters). But I can imagine the bulk of the visitors are one-time guests, looking for an answer to a specific question, perhaps via Google. They could easily make up for a whole Windows demographic.bartbes wrote:Still weird, as a lot of frequent visitors here (including me) use Linux/Mac all/most of the time.
Hmm. I actually feel like reducing that to 1.5:1 .Xcmd wrote:Sorry, the lone little mathematician in me demands we reduce that to 3:2 ratio. XDappleide wrote:Roughly 6 vs 4! =D
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Re: GLSL in Löve
Hmm, i guess this is because Linux is more developer friendly imo (compilers included, dependencies can be installed with a package system) and this engine is aimed towards developers. About Mac i don't know.bartbes wrote:Still weird, as a lot of frequent visitors here (including me) use Linux/Mac all/most of the time.
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Re: GLSL in Löve
I think developers/programmers are generally computer-savvy and among them the percentage people using non-Windows or multiple OSs is higher than with normal users. About Mac: it's the favorite OS for many artists, and they might be attracted to the aesthetics of LÖVE as well. Just guessing here, though. If you haven't noticed, I'm definitely not an artist .sauer2 wrote:Hmm, i guess this is because Linux is more developer friendly imo (compilers included, dependencies can be installed with a package system) and this engine is aimed towards developers. About Mac i don't know.bartbes wrote:Still weird, as a lot of frequent visitors here (including me) use Linux/Mac all/most of the time.
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Re: GLSL in Löve
Lol, my first thought about Mac was the same. but then i said myself that the Linux->Programmer prejudice must be enough.Robin wrote: I think developers/programmers are generally computer-savvy and among them the percentage people using non-Windows or multiple OSs is higher than with normal users. About Mac: it's the favorite OS for many artists, and they might be attracted to the aesthetics of LÖVE as well. Just guessing here, though. If you haven't noticed, I'm definitely not an artist .
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Re: GLSL in Löve
Well, yes, it's a generalization, but I believe it's true statistically. As in: not all artists use Mac, and not all Mac users are artists, but among Mac users, a higher percentage of artists can be found than among Windows users, etc.sauer2 wrote:Lol, my first thought about Mac was the same. but then i said myself that the Linux->Programmer prejudice must be enough.
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Re: GLSL in Löve
Mac OS X also makes for a fine development platform, it comes with python, ruby, perl, gcc etc. and with macports it's easy to install more things from the command line.
Re: GLSL in Löve
Yup. It's because Mac OS X is FreeBSD with a different graphics component and the "mach" kernel. A lot of people seemed to have missed that even though I'm pretty sure it's the number-one selling point for its servers.fäbian wrote:Mac OS X also makes for a fine development platform, it comes with python, ruby, perl, gcc etc. and with macports it's easy to install more things from the command line.
(Edited for clarity. Kind of.)
We don't borrow, we don't read, we don't rent, we don't lease, we take the minds!
Re: GLSL in Löve
thought it was net bsd, but it doesnt really matter
Re: GLSL in Löve
*bump*
I would really really want this feature. (not necessarily GLSL, but any sort of shader support)
I'm planning on making a game in which lighting would play an integral part, and the only good way I could see implementing it is with shaders.
Edit; On a somewhat related note, if shader support isn't feasible could we at least get a love.blend_multiply blend-mode? (added to feature tracker)
I would really really want this feature. (not necessarily GLSL, but any sort of shader support)
I'm planning on making a game in which lighting would play an integral part, and the only good way I could see implementing it is with shaders.
Edit; On a somewhat related note, if shader support isn't feasible could we at least get a love.blend_multiply blend-mode? (added to feature tracker)
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