Page 2 of 4

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 5:00 pm
by Robin
davisdude wrote:There used to be a place where all the IRC chats were stored, but that stopped some time in 2012...
*cough*

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 6:19 pm
by davisdude
Well that's embarrassing. I don't know how I missed all of those... :oops:

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 6:53 pm
by bartbes
And a small tip, if you remove the gz extension from the links it opens as a text file again, the listing just doesn't show that option.

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 7:21 pm
by Jeeper
slime wrote:Yeah (stored as base64-encoded strings inside boot.lua.)

If you join the IRC channel you might have your questions answered more quickly. :)
I can't find the IRC channel ever since the website was remade. Any chance for a link?

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 7:27 pm
by T-Bone
If somebody's looking for info like this, I think it's much mire likely they will find it here on the forums than in some random IRC log. That said, IRC is very convenient. Also, we've gotten quite off-topic.

Another question: How tightly integrated into other modules is love.filesystem? If I change stuff in its back end, will it break things? I might want to add Windows roaming storage support at some point, and that might require messing with the file system backend, I think. Possibly even replacing PhysFS.

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 7:43 pm
by slime
The IRC channel is #love at irc.oftc.net (as listed on the love homepage.) There isn't a direct link, but you can use OFTC's web chat: https://webchat.oftc.net/

love.filesystem functions are abstracted, but love relies heavily on the filesystem module and the APIs rely heavily on PhysFS' functionality. Instead of replacing PhysFS you should use PhysFS 2.1's io functions so you can plug your own "backend" into PhysFS. I think the Android port does that for certain things.

EDIT: https://bitbucket.org/MartinFelis/love- ... ter#cl-215

Also, the love 0.10.0 codebase has a lot of functionality common to all mobile platforms. It's still 'in flux' but if you base your changes off that then it might be easier to figure out what else needs to be added or changed. :)

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 8:26 pm
by T-Bone
I'll start with the mobile-common branch of 0.9.2 for now, but I'll switch to 0.10.0 once it's released.

I didn't expect PhysFS to allow you to plug in your own code like that! Very nice, that saves me a lot of effort.

All in all, I'm surprised how well Löve is suited to be ported to everything and their toasters. Kudos!

Re: A question for the Löve developers

Posted: Sat Mar 14, 2015 8:36 pm
by slime
T-Bone wrote:I didn't expect PhysFS to allow you to plug in your own code like that! Very nice, that saves me a lot of effort.
Most of the helpful stuff for that in PhysFS is only available in version 2.1, which isn't officially released yet but both the iOS and Android ports use it.

Re: Questions about Löve's source code structure

Posted: Thu Mar 19, 2015 4:51 am
by T-Bone
Are there any specific requirements on what Lua versions Löve can run on? I assume at least LuaJIT and Lua 5.1.x should work, but can I run Lua 5.3 or 5.2? Building LuaJIT (even without JIT) seems like a pain :P

Re: Questions about Löve's source code structure

Posted: Thu Mar 19, 2015 5:34 am
by slime
LÖVE should work out of the box with Lua 5.1, LuaJIT 2.x, or Lua 5.2 if 5.2 is built with compatibility mode enabled.

That said, some games probably rely on LuaJIT's FFI being present (which it still will be even with the JIT compiler disabled.) Using plain Lua 5.1 just while you get LÖVE up and running is probably a good idea though – it's what I did for the iOS port (and now it uses LuaJIT.)