Migration from personal engine to Love2D
Posted: Sun Feb 09, 2014 4:19 pm
Hi all !
First I apologize for my bad english .
I’m developing on my personal time a 2D platform-oriented game engine (C++/Lua too) since almost a year, and I discovered Love2D a few days ago. I've quickly read some tutorials and I consider now to migrate on it to be mainly focused on the quest side.
My engine is a little higher level than Love2D so some specific code have to be rewrite with Lua instead of C++ (for example, it takes care of a z-axis to have several levels of "interactions", handled on the engine side), and on the other hand, I prefer much more the Love2D base code than mine and some parts are better handled (especially the physics part) or not implemented yet on my engine, so rewrite the "higher-level part" on the quest side isn’t really a problem.
I’ll just ask for some points before work on the migration. I didn’t deeply check the code so some questions may have an obvious answer.
* Are collisions take care of the movement or are them just checked from the actual positions ? For example, if an entity move from (0,50) to (300,50) in one frame, is the collision with a line (150,0)(150,100) detected or not ?
* Can the view easily be scaled to always focus more than one drawable ? (I guess yes but as I said, I didn't deeply checked how the graphics part is handled so it's better to ask )
* Is an iOS port already considered ? If not, I can possibly work on it since I already did it with my engine.
* Purely by curiosity, is there a roadmap written for the 1.0 version ?
Thank you for reading
First I apologize for my bad english .
I’m developing on my personal time a 2D platform-oriented game engine (C++/Lua too) since almost a year, and I discovered Love2D a few days ago. I've quickly read some tutorials and I consider now to migrate on it to be mainly focused on the quest side.
My engine is a little higher level than Love2D so some specific code have to be rewrite with Lua instead of C++ (for example, it takes care of a z-axis to have several levels of "interactions", handled on the engine side), and on the other hand, I prefer much more the Love2D base code than mine and some parts are better handled (especially the physics part) or not implemented yet on my engine, so rewrite the "higher-level part" on the quest side isn’t really a problem.
I’ll just ask for some points before work on the migration. I didn’t deeply check the code so some questions may have an obvious answer.
* Are collisions take care of the movement or are them just checked from the actual positions ? For example, if an entity move from (0,50) to (300,50) in one frame, is the collision with a line (150,0)(150,100) detected or not ?
* Can the view easily be scaled to always focus more than one drawable ? (I guess yes but as I said, I didn't deeply checked how the graphics part is handled so it's better to ask )
* Is an iOS port already considered ? If not, I can possibly work on it since I already did it with my engine.
* Purely by curiosity, is there a roadmap written for the 1.0 version ?
Thank you for reading