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iLove2d - Working Löve iOS Port

Posted: Sun Dec 08, 2013 10:05 pm
by SiENcE
I searched the forum but can't find something about this iOS port of LÖVE.

https://code.google.com/p/ilove2d/

I tested it and it works. I haven't time to look at the code, but it has an OpenGLES module! The commits are all from 2012. No current development. I think it from a chinese guy.

Maybe we are a step closer for an full iOS port of LÖVE?

Comments are welcome!

Re: iLove2d - Working Löve iOS Port

Posted: Sun Dec 08, 2013 10:21 pm
by slime
Cool! It looks like it was forked from one of bmelts' iOS forks of an older version of LÖVE. It also seems to use OpenGL ES 1.1, rather than 2.0 (no shaders, less performance, etc.)

Have you seen this? https://bitbucket.org/bartbes/love-expe ... branch/iOS
It still needs lots of testing, bug fixes and some feature implementations, but the no-game screen works on the iOS simulator for me, at least.

Re: iLove2d - Working Löve iOS Port

Posted: Mon Dec 09, 2013 9:09 am
by SiENcE
The testgame included is Towers Trap ... an old (2009) iOS game http://forums.toucharcade.com/showthread.php?p=617563 .

Maybe someone tried to reimplement this game in Love2D for iOS!? It seems LOVE 0.7.0 is the base.

Anyway i try to compare both ports and test it with current XCode and my game.

Re: iLove2d - Working Löve iOS Port

Posted: Mon Dec 09, 2013 5:39 pm
by SiENcE
I tested the iLove port with several love projects.

Passing Clouds works just fine. I only have to disable keyboard and joystick. My own games don't run out of the box, images need to be 32bpp, physics module is not working and other small stuff. Sadly I cannot test the sound because i run an 10.6.8 macosx (xcode is 3.2.6) in a vm. The iLove2D port also has another module called "ai". It's basically a pathfinding module.

Image

Re: iLove2d - Working Löve iOS Port

Posted: Mon Jan 27, 2014 2:58 pm
by cigumo
slime wrote: Have you seen this? https://bitbucket.org/bartbes/love-expe ... branch/iOS
It still needs lots of testing, bug fixes and some feature implementations, but the no-game screen works on the iOS simulator for me, at least.
Hi Alex,
do you keep a list of what's working and what's not?
is there any way to help with this iOS port?

Thanks.

Re: iLove2d - Working Löve iOS Port

Posted: Mon Jan 27, 2014 8:07 pm
by slime
Yeah, you can check out my other thread for more info: viewtopic.php?f=12&t=76985

Patches are always welcome, although I'm trying to keep the port as "clean" as possible (in terms of the API being the same as the current LÖVE API and similar to future versions), so I might not merge something in if I think it deviates too much from my idea of LÖVE's API (also check out the [wiki]Code Style[/wiki] guidelines.)
The repository is linked in the above thread as well.