LÖVE3D

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
Alexar
Party member
Posts: 174
Joined: Thu Feb 05, 2015 1:57 am
Location: Chengdu,China

Re: LÖVE3D

Post by Alexar »

shakesoda wrote:Looks like you need to upgrade your drivers, 9.xx is old.

other options (all in conf.lua) :

- try setting MSAA to 0
- if that doesn't work, try disabling sRGB (your GPU supports it, but it might be misbehaving)
i updated the driver and it's fixed. thank you!
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: LÖVE3D

Post by Davidobot »

Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
Karai17
Party member
Posts: 930
Joined: Sun Sep 02, 2012 10:46 pm

Re: LÖVE3D

Post by Karai17 »

If they have a C API.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

Dev Blog | GitHub | excessive ❤ moé
User avatar
shakesoda
Citizen
Posts: 78
Joined: Thu Sep 25, 2014 11:57 am
Location: Seattle, WA
Contact:

Re: LÖVE3D

Post by shakesoda »

Karai17 wrote:If they have a C API.
Turns out they do!
Davidobot wrote:Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
It's planned for some point, I just won't be able to do it at least until Oculus releases an updated driver for Windows 10.

(It'd be more motivating if I had a Vive, too...)
excessive ❤ moé (LÖVE3D, CPML, ...). holo on IRC.
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: LÖVE3D

Post by Davidobot »

shakesoda wrote:
Davidobot wrote:Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
It's planned for some point, I just won't be able to do it at least until Oculus releases an updated driver for Windows 10.

(It'd be more motivating if I had a Vive, too...)
Great, but what does the Oculus release have to do with Vive?
Also, if you're adding Vive support, could you implement the complete package (head, position tracking and object/controller tracking)?

As far as I know, the headset comes out sometime in November.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
shakesoda
Citizen
Posts: 78
Joined: Thu Sep 25, 2014 11:57 am
Location: Seattle, WA
Contact:

Re: LÖVE3D

Post by shakesoda »

Davidobot wrote:
shakesoda wrote:
Davidobot wrote:Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
It's planned for some point, I just won't be able to do it at least until Oculus releases an updated driver for Windows 10.

(It'd be more motivating if I had a Vive, too...)
Great, but what does the Oculus release have to do with Vive?
Also, if you're adding Vive support, could you implement the complete package (head, position tracking and object/controller tracking)?

As far as I know, the headset comes out sometime in November.
New Oculus SDK means I'll be able to actually test it (OpenVR supports the Rift, too, doesn't it?).

Controller tracking support depends entirely on my access to the relevant hardware. I'm going to be adding Razer Hydra support because I've got one, but I can't really make any guarantees for Vive controllers, Half Moon etc until I've actually got them to work with. Head/positional tracking are a given, though.

I will probably not be getting a Vive on release for financial reasons, but maybe that situation will change.
excessive ❤ moé (LÖVE3D, CPML, ...). holo on IRC.
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: LÖVE3D

Post by Davidobot »

shakesoda wrote:New Oculus SDK means I'll be able to actually test it (OpenVR supports the Rift, too, doesn't it?).
As far as I know, yes, OpenVR supports the Rift too.
shakesoda wrote:Controller tracking support depends entirely on my access to the relevant hardware. I'm going to be adding Razer Hydra support because I've got one, but I can't really make any guarantees for Vive controllers, Half Moon etc until I've actually got them to work with. Head/positional tracking are a given, though.

I will probably not be getting a Vive on release for financial reasons, but maybe that situation will change.
I see. I could probably assist you with testing for the Vive controllers, as I plan on purchasing one on release.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
shakesoda
Citizen
Posts: 78
Joined: Thu Sep 25, 2014 11:57 am
Location: Seattle, WA
Contact:

Re: LÖVE3D

Post by shakesoda »

I've committed a few updates to Love3D and IQM:

- IQM now supports loading skeletal animation data (note, however, that it does not currently compute bind pose or bone matrices - it loads the data to be used with an external animation system)
- Fixed some busted stuff to do with OpenGL ES in Love3D (verified on the Raspberry Pi 2 running Raspbian - I have yet to port this to Android)
- Added l3d.set_depth_write()/love.graphics.setDepthWrite() to control writing to the depth buffer (but depth will still be tested)
- Changed the behavior of the "less" and "greater" depth test modes to use GL.LEQUAL and GL.GEQUAL for better behavior in certain situations.
excessive ❤ moé (LÖVE3D, CPML, ...). holo on IRC.
User avatar
shakesoda
Citizen
Posts: 78
Joined: Thu Sep 25, 2014 11:57 am
Location: Seattle, WA
Contact:

Re: LÖVE3D

Post by shakesoda »

Some upcoming changes/improvements:
- A new animation system which works for both IQM and IQE. Now that the system is external to the loaders, we don't have to clog them up with one specific way of doing animations.
- IQM animation fixes (work in progress - I've got a decoding error to track down with the frame data)

The new animation system isn't especially featureful right now, but since we don't have to tack features onto the loaders anymore to mess with animations we will be able to do much more with it for all compatible mesh formats.

I'm planning on cooking up a new demo after Ludum Dare.
excessive ❤ moé (LÖVE3D, CPML, ...). holo on IRC.
User avatar
AntonioModer
Party member
Posts: 202
Joined: Fri Jun 15, 2012 5:31 pm
Location: Belarus
Contact:

Re: LÖVE3D

Post by AntonioModer »

Karai17 make standalone version of LÖVE3D (with .exe), please.
Post Reply

Who is online

Users browsing this forum: Bondrusiek, Google [Bot] and 2 guests