Love.js - A Direct Emscripten Port

Discuss any ports of LÖVE to different platforms.
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Tanner
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Love.js - A Direct Emscripten Port

Post by Tanner » Sat Feb 06, 2016 9:46 pm

I'm very happy to announce the alpha release of a direct emscripten port of Love v0.10.0.

https://github.com/TannerRogalsky/love.js

Ever since I made Punchdrunk, I've really wanted to make this a reality. Punchdrunk was a useful toy and I learned a lot from it but performance was never very good and maintaining feature parity with Love was never going to happen.

This is different.

This isn't a new codebase like the other web ports. This is the existing, excellent codebase compiled in a different way. It should be very close to feature parity with Love v0.10.0. I have ported a number of v0.10.0 games with it already and it is exceptionally easy.

Some features don't work like threads and things that rely on threads: https://github.com/TannerRogalsky/love.js/issues
This is a game that I made for TOJAM last year that I ported. http://tannerrogalsky.com/friendshape

The readme has usage instructions to package your game for the web. It should largely just work.

Feel free to ask me any questions here or open an issue on the repo.

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alberto_lara
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Re: Love.js - A Direct Emscripten Port

Post by alberto_lara » Sun Feb 07, 2016 12:44 am

Hey, I just tried to run this game but I get an error, any idea what could be wrong?

Image
LÖVE Projects: GOOi, Süsse, Dyzön and Katsudö
Thanks for taking the time and read this

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gomez
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Re: Love.js - A Direct Emscripten Port

Post by gomez » Sun Feb 07, 2016 1:01 am

Dude, I love you :ultrashocked: :ultrashocked: :ultrashocked:
Hey dude :D
Do you want to protect earth from an apocalypse ? Me too o/
Check my new game here: viewtopic.php?f=5&t=81001

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Tanner
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Re: Love.js - A Direct Emscripten Port

Post by Tanner » Sun Feb 07, 2016 1:56 am

alberto_lara wrote:Hey, I just tried to run this game but I get an error, any idea what could be wrong?
I'm not sure! Chrome on Windows is definitely one of the platforms I tried that on. If you get the chance, try running the debug build and send me the output. http://tannerrogalsky.com/friendshape_debug/

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adnzzzzZ
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Re: Love.js - A Direct Emscripten Port

Post by adnzzzzZ » Sun Feb 07, 2016 4:20 am

:awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome: :awesome:

This is awesome. And if this actually works with minimal changes to the codebase needed then this is HUGE!!!!! Good work!

bobbyjones
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Re: Love.js - A Direct Emscripten Port

Post by bobbyjones » Sun Feb 07, 2016 5:59 am

Did you change something? It errored for me as well on mobile chrome but it did not when you first showed me.

szensk
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Re: Love.js - A Direct Emscripten Port

Post by szensk » Sun Feb 07, 2016 6:48 am

Oh wow! Great work Tanner. :D

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T-Bone
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Re: Love.js - A Direct Emscripten Port

Post by T-Bone » Sun Feb 07, 2016 8:21 am

Does not work on IE on WP8.1, but that's sort of expected :P I'll try it on Edge once I upgrade to Windows 10.

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undef
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Re: Love.js - A Direct Emscripten Port

Post by undef » Sun Feb 07, 2016 10:04 am

Awesome! This is a huge step for Love! :D
twitter | steam | indieDB

Check out quadrant on Steam!

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Tanner
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Re: Love.js - A Direct Emscripten Port

Post by Tanner » Sun Feb 07, 2016 11:58 am

T-Bone wrote:Does not work on IE on WP8.1, but that's sort of expected :P I'll try it on Edge once I upgrade to Windows 10.
Yeah.... :/ Internet Explorer is, well, it's something.
bobbyjones wrote:Did you change something? It errored for me as well on mobile chrome but it did not when you first showed me.
I haven't done much testing on mobile yet!

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