A programmer talks to a blind programmer :
- Hey, do you C ?
Search found 102 matches
- Fri Jul 15, 2016 11:22 am
- Forum: General
- Topic: Post Your Favorite Puns!
- Replies: 2
- Views: 4462
- Thu Jul 07, 2016 10:08 am
- Forum: General
- Topic: Can we use Love2D directly within a C++ program ?
- Replies: 6
- Views: 5336
Re: Can we use Love2D directly within a C++ program ?
Ok, thanks !
But, it may be cool to modify Love2D to have a cool C++ framework. But I'm on Windows, and I hate C++ build system in Windows (Linux FTW)
But, it may be cool to modify Love2D to have a cool C++ framework. But I'm on Windows, and I hate C++ build system in Windows (Linux FTW)
- Wed Jul 06, 2016 3:21 pm
- Forum: General
- Topic: Can we use Love2D directly within a C++ program ?
- Replies: 6
- Views: 5336
Re: Can we use Love2D directly within a C++ program ?
No, just use it like SFML or SDL, as a 2D framework.
- Wed Jul 06, 2016 10:20 am
- Forum: General
- Topic: Can we use Love2D directly within a C++ program ?
- Replies: 6
- Views: 5336
Can we use Love2D directly within a C++ program ?
Hello !
This post should be in the Support section, but it's a question about Love it-self and its architecture, not a problem or a support question.
So, is Löve can be used directly with C++ ? For example, can we make a game with Love, but in C++ not in Lua ?
Thanks !
This post should be in the Support section, but it's a question about Love it-self and its architecture, not a problem or a support question.
So, is Löve can be used directly with C++ ? For example, can we make a game with Love, but in C++ not in Lua ?
Thanks !
- Sun Jul 03, 2016 2:56 pm
- Forum: Support and Development
- Topic: Integrating LLVM into Love2d
- Replies: 5
- Views: 3882
Re: Integrating LLVM into Love2d
I don't know myself. You should go directly in the Love2D's source codes : https://bitbucket.org/rude/love .
Normally, within the module directory.
Normally, within the module directory.
- Fri Jul 01, 2016 10:57 am
- Forum: Support and Development
- Topic: A single quick question
- Replies: 2
- Views: 1373
Re: A single quick question
If you speak about Love2D receiving inputs when it don't have the focus, (if I remember well), no because of SDL stuff.
- Wed Jun 29, 2016 7:55 am
- Forum: Support and Development
- Topic: Integrating LLVM into Love2d
- Replies: 5
- Views: 3882
Re: Integrating LLVM into Love2d
Can be interesting, but I think the cleaner way to do it is to add a custom C++ module directly within the Love2D executable (to have a "love.llvm" table in Lua). I think you need to search for tutorial or any documentation about LLVM directly. Maybe this can be useful.
- Mon Jun 27, 2016 4:24 am
- Forum: Support and Development
- Topic: Loading Steamworks dll from LOVE
- Replies: 6
- Views: 4753
Re: Loading Steamworks dll from LOVE
I thought you've seen this post and the two links in, I was surprised when you said that there wasn't the functions you need. But like zorg said, https://github.com/CapsAdmin/ffibuild/t ... steamworks this one seams to be good.
- Sun Jun 26, 2016 9:19 am
- Forum: Support and Development
- Topic: Loading Steamworks dll from LOVE
- Replies: 6
- Views: 4753
Re: Loading Steamworks dll from LOVE
There are two "main" ways : the fast one, and the slow one. I speak in execution speed. The first, and easier is to use FFI to include all C functions exposed by the Steamworks API. The second one, is to create a Lua C library wrapping the API. I never used it, so I can only speak about a ...
- Sat Jun 18, 2016 5:33 pm
- Forum: Support and Development
- Topic: How use the UDP network ?
- Replies: 2
- Views: 1278
Re: How use the UDP network ?
Oh, okay. For avoid fake packet, the server uses a TCP and UDP communication, and when it receive a UDP packet, it's check if the IP of the sender is valid (so, if the IP is also connected with the TCP) ?