It supports OpenGL ES 2.0. Shaders have been tested and work. I haven't tested socket-based networking but emscripten definitely supports websockets so I would imagine that works as well.Ulydev wrote:Just wanted to pass by and say a huge thanks for this project. Does it support shaders, and/or networking through sockets?
Love.js - A Direct Emscripten Port
Re: Love.js - A Direct Emscripten Port
Re: Love.js - A Direct Emscripten Port
Pinch me, it has to be a dream.Tanner wrote:It supports OpenGL ES 2.0. Shaders have been tested and work. I haven't tested socket-based networking but emscripten definitely supports websockets so I would imagine that works as well.Ulydev wrote:Just wanted to pass by and say a huge thanks for this project. Does it support shaders, and/or networking through sockets?
Re: Love.js - A Direct Emscripten Port
It is realUlydev wrote:Pinch me, it has to be a dream.Tanner wrote:It supports OpenGL ES 2.0. Shaders have been tested and work. I haven't tested socket-based networking but emscripten definitely supports websockets so I would imagine that works as well.Ulydev wrote:Just wanted to pass by and say a huge thanks for this project. Does it support shaders, and/or networking through sockets?
Hey dude
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Check my new game here: viewtopic.php?f=5&t=81001
- slime
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Re: Love.js - A Direct Emscripten Port
FYI, websockets can only do TCP. So enet as well as luasocket's UDP APIs are out of the question (and TCP generally causes a lot of problems for action-oriented realtime games).
- bartbes
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Re: Love.js - A Direct Emscripten Port
Not just that, websockets aren't raw sockets either. They have a specific protocol.
Re: Love.js - A Direct Emscripten Port
What slime and bartbes are saying is true, of course, but I worry that it's more disheartening than it needs to be. For simple 2D games (AKA the majority of Love games) TCP websockets will performed quite well. Consider http://agar.io/.
Edit: A build was released today that fixed `love.audio.setVolume` and `love.audio.getVolume`. Also, I ported Mari0 which is, IMO, one of the best games ever made with Love. http://tannerrogalsky.com/mari0/
Edit: A build was released today that fixed `love.audio.setVolume` and `love.audio.getVolume`. Also, I ported Mari0 which is, IMO, one of the best games ever made with Love. http://tannerrogalsky.com/mari0/
- josefnpat
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Re: Love.js - A Direct Emscripten Port
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
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Re: Love.js - A Direct Emscripten Port
It gets stuck for me on creating the first shader. My project:Tanner wrote:It supports OpenGL ES 2.0. Shaders have been tested and work. I haven't tested socket-based networking but emscripten definitely supports websockets so I would imagine that works as well.Ulydev wrote:Just wanted to pass by and say a huge thanks for this project. Does it support shaders, and/or networking through sockets?
https://github.com/unlimitedbacon/MiddleCommand
It stops on main.lua line 28. Not sure what else I can do to figure out whats going wrong.
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Re: Love.js - A Direct Emscripten Port
OpenGles shaders are much more strict than Opengl shaders. You will have to double check that you are doing everything up to spec.unlimitedbacon wrote:It gets stuck for me on creating the first shader. My project:Tanner wrote:It supports OpenGL ES 2.0. Shaders have been tested and work. I haven't tested socket-based networking but emscripten definitely supports websockets so I would imagine that works as well.Ulydev wrote:Just wanted to pass by and say a huge thanks for this project. Does it support shaders, and/or networking through sockets?
https://github.com/unlimitedbacon/MiddleCommand
It stops on main.lua line 28. Not sure what else I can do to figure out whats going wrong.
- slime
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Re: Love.js - A Direct Emscripten Port
BobbyJones is right I think – in this case I believe the issue is this line in explosionShader.glsl:
In GLSL, integer numbers and floating-point numbers are two distinct types. Desktop GLSL will implicitly convert an integer literal to floating point when comparing with or assigning to a floating point variable, but GLSL ES (the OpenGL ES version of GLSL) won't.
To fix it, change that line to this in order to make the literal numbers a floating point type:
As a side note, you can pass a filepath directly into love.graphics.newShader and it will load it.
Code: Select all
if (canvasPixel.r != 0 && canvasPixel.g != 0) {
To fix it, change that line to this in order to make the literal numbers a floating point type:
Code: Select all
if (canvasPixel.r != 0.0 && canvasPixel.g != 0.0) {
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