sweetyang2012 wrote:LÖVE for iOS is definately a popular idea,bUt i think it is impossible.
Well, it's not THAT hard
First, It doesn't have to have to be the Love engine that is ported to other platforms, there is already a cocos2d-x engine with Lua bindings working for iOS (and Android, Playbook and other esoteric mobile devices Bada, QNX, etc)
Second, you need an intermediate Lua layer, think about a game framework on Lua that abstracts the direct access to these engines, so we hide all the love.something and CCObjects::someCall code behind this facade.
Third, profit! You deploy for desktops with Love and for mobiles with cocos2d-x. I think the engines complement quite well: cocos2d-x is still using the OGLES driver on windows and there is no native Mac version. Love 2D has still alpha support for android but for iOS is going to take some time (if ever)
There are going to be hiccups of course, Love and cocos2d-x are two different beasts. There is no a one vs one mapping of features (ie: shaders, media support, box2d is not linked with Lua in cocos2d-x, and the whole cocos2d-x Lua binding is usable but I wouldn't call it rock solid stable and feature complete (at difference of the C++ or Objective-C engines that have been used in many commercial games). Also it's the inherent difference of mobile platforms vs desktop platforms, you can not expect some magic to happen to allow you to have the same desktop game running without some compromises on limited mobile devices unless the game is pretty simple. But you could expect to reuse your game logic and select different game assets and capabilities accordingly to your target reducing the time of porting.
I think an alpha version of this "glue" framework can be made relatively quick for having sprites, sounds and events to start having fun
I ported my tetris clone in Love to coco2d-x this weekend, the code of my game "object" is the same in both engines because my game is very simple and I was using a platform "object" from the beginning to interact with the Love engine, so for cocos2d-x I only translated that object.
I did it using my own scripting language, (no Lua, sorry) but I'm sure someone interested can do the same. If you are interested here is my cocos2d-x fork:
https://github.com/ex/cocos2d-x