LÖVE 0.10.0 released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
Madrayken
Party member
Posts: 126
Joined: Sun May 04, 2014 4:21 pm
Location: Oakland CA
Contact:

Re: LÖVE 0.10.0 released

Post by Madrayken »

Amazing. So many thanks.
Discord: https://discord.gg/tYfHgXc
Bandcamp: https://madrayken.bandcamp.com/
Twitter: @Fluttermind
User avatar
msilvestro
Prole
Posts: 29
Joined: Tue Feb 25, 2014 11:15 pm
Location: Italy
Contact:

Re: LÖVE 0.10.0 released

Post by msilvestro »

You are awesome! Didn't expected Android and iOS ports to be officially supported! Hope to see, in a not so distant future, an official support for Windows Phone/Mobile too!
User avatar
xpol
Prole
Posts: 14
Joined: Tue May 13, 2014 2:00 am

Re: LÖVE 0.10.0 released

Post by xpol »

Great job!
Thanks!
User avatar
Ranguna259
Party member
Posts: 911
Joined: Tue Jun 18, 2013 10:58 pm
Location: I'm right next to you

Re: LÖVE 0.10.0 released

Post by Ranguna259 »

Yeah, I'm probably late to the party but, AWESOME job Devs :D
I've been waiting a long time for this, thanks :rofl:
LoveDebug- A library that will help you debug your game with an on-screen fully interactive lua console, you can even do code hotswapping :D

Check out my twitter.
User avatar
Khepri
Prole
Posts: 5
Joined: Fri Mar 22, 2013 4:19 pm

Re: LÖVE 0.10.0 released

Post by Khepri »

Thank you! :awesome:
User avatar
NilLoops
Prole
Posts: 1
Joined: Sun Nov 08, 2015 7:08 pm

Re: LÖVE 0.10.0 released

Post by NilLoops »

I happened to notice that SuperToast wasn't represented in the Banner. I figured I'd add it. I also made iOS icons for that build. I'll see if I can add a pull request over on BitBucket to include those.
love_left.png
love_left.png (21.53 KiB) Viewed 6805 times
J.
cval
Citizen
Posts: 58
Joined: Sun Apr 20, 2014 2:15 pm
Location: Ukraine

Re: LÖVE 0.10.0 released

Post by cval »

Oh my, thanks for the release, team!
Now, may i ask if there will be any usage hint on mesh instancing if there is a support of that in 0.10 ? That is probably one of the most awaited features of a new release.
I see some blank wiki pages on that matter (like this one) and i do hope that is an actual thing!
User avatar
slime
Solid Snayke
Posts: 3166
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

Re: LÖVE 0.10.0 released

Post by slime »

There is no Mesh geometry instancing in 0.10.0, however it might be added in the future. What would you use it for?
cval
Citizen
Posts: 58
Joined: Sun Apr 20, 2014 2:15 pm
Location: Ukraine

Re: LÖVE 0.10.0 released

Post by cval »

I was planning to use it akin to spritebatch - in one of my projects i need alot of sprites with shape distortions but i want to do it without using vertex or pixel shader. Now i use entity vertex data and i think applying it to one mesh every draw call is not really efficient. Maybe i'm going to use it for something else.
User avatar
parallax7d
Citizen
Posts: 82
Joined: Wed Jul 02, 2014 11:44 pm

Re: LÖVE 0.10.0 released

Post by parallax7d »

This is really cool, but why was support for mac OS X 10.6 dropped?

10.6 is still a popular OS, will probably have decent market share for years to come
http://lowendmac.com/2015/the-rise-and- ... 09-to-2015

I would rather lop out the offending code from love than upgrade my OS if possible. Is it possible to build for 10.6 or is there something in particular which requires 10.7+?
Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot], Bing [Bot] and 8 guests