Search found 185 matches

by murks
Sun Mar 19, 2017 11:06 am
Forum: Libraries and Tools
Topic: Löve "Light vs. Shadow" Engine [0.4.3]
Replies: 117
Views: 121881

Re: Löve "Light vs. Shadow" Engine [0.4.3]

Edit: it seems there is another version of this that works in 0.10
https://github.com/tanema/light_world.lua

which one to pick?
by murks
Fri Feb 17, 2017 7:55 pm
Forum: General
Topic: OpenAL EFX implementation
Replies: 19
Views: 13686

Re: OpenAL EFX implementation

You're right, there's less good stuff in there than I thought there was. It is all tied in with ardour and would need to be adapted. Some scripts there contain actual DSP code: https://github.com/Ardour/ardour/blob/master/scripts/HiAndLowPass.lua and https://github.com/Ardour/ardour/blob/master/scri...
by murks
Fri Feb 17, 2017 5:50 pm
Forum: General
Topic: Commercial games in Löve. Is anything missing?
Replies: 9
Views: 8500

Re: Commercial games in Löve. Is anything missing?

I knew that Steam and GOG Galaxy worked through some sort of libraries, but you can't even share your integration code? What sense does that make? It's a bit harsh. Fenrir, good to see that your game is released. It looks interesting. Also good to hear that your experience with Löve was good. You sh...
by murks
Fri Feb 17, 2017 3:49 pm
Forum: General
Topic: Commercial games in Löve. Is anything missing?
Replies: 9
Views: 8500

Re: Commercial games in Löve. Is anything missing?

Well, using the FFI has the obvious downside that the thing is no longer cross platform. With some additional effort per platform (five supported by Löve currently) and architecture it can be made to work I guess, but that's less than ideal.

So you'd say there is nothing missing?
by murks
Fri Feb 17, 2017 3:27 pm
Forum: General
Topic: OpenAL EFX implementation
Replies: 19
Views: 13686

Re: OpenAL EFX implementation

This is amazing! It's really great that Löve audio receives some love. What may be helpful to someone is that Ardour has support for Lua scripting and a bunch of simple plug-ins have been written for it. Some are good enough to be included in ardour and done by people who know what they re doing (li...
by murks
Fri Feb 17, 2017 3:13 pm
Forum: General
Topic: Commercial games in Löve. Is anything missing?
Replies: 9
Views: 8500

Commercial games in Löve. Is anything missing?

Hi there, I noticed that there appears to be at least one commercially successful game made in Löve, "Move or Die". I did not try it since to this day I refuse to buy games on Steam. However, from the videos it seems incredibly well done and great fun. It has stuff like steam workshop inte...
by murks
Fri Feb 17, 2017 2:53 pm
Forum: General
Topic: Skeletal animation in 2D
Replies: 11
Views: 10215

Re: Skeletal animation in 2D

I also just stumbled upon coa_tools and it looks nice, even if I barely understand how it works. I think the main thing we are missing is not an importer but something that lets you work sensibly with this stuff once it is imported. Guess that would correspond to the "runtime". I noticed t...
by murks
Tue Aug 09, 2016 10:42 pm
Forum: Support and Development
Topic: Positional Audio
Replies: 10
Views: 7455

Re: Positional Audio

Thanks. There was some confusion on multiple levels. Even though the game jam is over and I could not finish anything I try to get the game into a working state, after which I will document my findings (in the wiki and elsewhere).
by murks
Tue Aug 09, 2016 10:12 pm
Forum: Support and Development
Topic: Audio Orientation (simple question)
Replies: 6
Views: 4098

Re: Audio Orientation (simple question)

hey, i also needed this informations, the love wiki is lacking a lot of this openal descriptions. Löve uses OpenAL for positional audio and OpenAL uses the RHS coordinate system. This is the best picture to show it. http://www.mathlynx.com/online/sites/mathlynx.com/files/calcNvar/image/geom_2D_3D/r...
by murks
Sat Aug 06, 2016 11:15 am
Forum: Support and Development
Topic: Positional Audio
Replies: 10
Views: 7455

Re: Positional Audio

Sources are omnidirectional by default, but that should not matter. Moving around a source works just fine, orientation does not. If my hearing does not cheat me the y axis has some effect, but it is rather subtle and most likely the lowpass filter of the distance model. This however makes no sense ...