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Re: LÖVE3D

Posted: Sat Apr 09, 2016 7:38 pm
by VectorByte
Here's a little thing I've been working on, an AABB/Triangle intersection test.

Might prove vital for some game logic, if a penetration delta is implemented for proper collision handling.

Re: LÖVE3D

Posted: Sun Apr 10, 2016 4:37 pm
by Ulydev
VectorByte wrote:Here's a little thing I've been working on, an AABB/Triangle intersection test.

Might prove vital for some game logic, if a penetration delta is implemented for proper collision handling.
Great! :awesome:

Re: LÖVE3D

Posted: Tue Jun 14, 2016 1:39 pm
by Trebgarta
Are creators still around? I might send in a PR sometime. Maybe the shearing or default shader.

Very nice library and CPML is also a lot bigger and more exhaustive than I expected. I don't need to write simplex noise from scratch anymore :)

Re: LÖVE3D

Posted: Tue Jun 14, 2016 1:54 pm
by Karai17
PRs are always welcome :)

Re: LÖVE3D

Posted: Tue Jun 14, 2016 2:56 pm
by Trebgarta
All right, PR sent to CPML. After mat4:shear I can also send a l3d.shear.

Re: LÖVE3D

Posted: Sun Sep 25, 2016 2:11 pm
by Viomi
Trebgarta wrote:Are creators still around? I might send in a PR sometime. Maybe the shearing or default shader.

Very nice library and CPML is also a lot bigger and more exhaustive than I expected. I don't need to write simplex noise from scratch anymore :)
How's the progress on this?

I would love to see LÖVE3D improved more. :nyu:

Re: LÖVE3D

Posted: Sun Sep 25, 2016 3:50 pm
by shakesoda
I actually removed the l3d transform API because it sucked, I just haven't pushed the changes yet (that was done for LD36). This is why the shear PR wasn't merged. After that commit usage will be to just make a matrix with CPML and use shader:send instead of doing it behind the scenes (it was too finicky).

That said, I've gotten pretty sick of fighting love (and the devs on love's scope) for every little feature I want and not really having the tools to make things reliable, so I've been off writing an engine instead.

I intend to keep LOVE3D working (and we still use it for LD), but I don't see myself adding new features in the near future.

Re: LÖVE3D

Posted: Sun Sep 25, 2016 3:56 pm
by raidho36
Or you could just use Unity.

Re: LÖVE3D

Posted: Sun Sep 25, 2016 3:58 pm
by Karai17
Hahahahahahahaha..... Unity.

Re: LÖVE3D

Posted: Sun Sep 25, 2016 3:59 pm
by shakesoda
haha, nope, I'm not playing the black box engine game.

edit: to be more clear, said engine already covers what our old one did anyways. there's no reason we'd use unity.