When you want running something without graphics. Like a server game, only manage network connections.
When your girl friend has left and you loose her löve
Another use :
- I want learn more about how löve run (internally)
- You want play with emulation (emulate keyboard, mouse, joystick event ?)
Why fakelove is better than lua
fakelove is not better than the lua interpretor.
But with fakelove you should more easily use the love specific libraries.
How contribute
Post your comment ! I'm open to everything
Roadmap
Done recently :
- provide a love.event emulation
- provide a love.timer emulation (for dt calculation)
My next goal are :
- run a sample of network exchange between love-client and fakelove-server
- build a network things to send/receive event (like keyboard/mouse emulation)
- use LuaZip to read inside .love file.
- provide a love.thread emulation (with coroutine if it's possible)
- so much things...
Original post
TsT wrote: Hello,
I'm starting to play with network on löve.
I need to run a "server" to listen connection, and clients.
But for the server part I don't need lot of things.
One solution is to build a pure lua script, but I see LUBE using some little part of love.filesystem.* things.
For the fun I'm trying to build a pure lua script compatible with löve (0.7.1)
I have take the boot.lua from the source.
My approach is :
running fakelove.lua
it will catch the standard require() function.
load the boot.lua (exactly the same than the löve 0.7.1 one) move in embeded/
It will load the love and love.* modules that are implemented in love.lua and love/*.lua
I have put a conf.lua (usefull to disable most of the love modules)
Also a main.lua to check basic function, and see the too many functions to implement !
To check fakelove you need :
- uncompress content of fakelove*.zip somewhere
- cd fakelove
- lua fakelove.lua
(you need the lfs package, named liblua5.1-filesystem0 on debian)
Have fun!
EDIT: for information for now I think the main missing part of code is the love.event module