Search found 102 matches

by Linkpy
Fri Jul 15, 2016 11:22 am
Forum: General
Topic: Post Your Favorite Puns!
Replies: 2
Views: 4462

Re: Post Your Favorite Puns!

A programmer talks to a blind programmer :
- Hey, do you C ?
by Linkpy
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 :crazy: (Linux FTW)
by Linkpy
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.
by Linkpy
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 !
by Linkpy
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.
by Linkpy
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.
by Linkpy
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.
by Linkpy
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.
by Linkpy
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 ...
by Linkpy
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) ?