Love2D WebPlayer (WebGL)

Discuss any ports of LÖVE to different platforms.
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slime
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Re: Love2D WebPlayer (WebGL)

Post by slime » Fri Mar 30, 2012 1:56 pm

That's hardware-accelerated canvas2d too, so yeah, webgl is definitely faster (although speed will also depend on how optimized the web player code is).

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ghoulsblade
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Re: Love2D WebPlayer (WebGL)

Post by ghoulsblade » Fri Mar 30, 2012 10:47 pm

on an unrelated note, i might have been wrong and websockets might support binary zero. more research needed to make sure.
http://dev.w3.org/html5/websockets/#dom ... binarytype (thanks @ sience for the link)
i still know too little about them, there's some possibilities about getting them through port 80 (http standard) with the right apache modules/config on a server to avoid firewall troubles, not sure what security rules apply for other ports or if the ip adress of the network server has to be the same as where the website is loaded from (keyword cross-domain).
Websocket is restricted to tcp i think, so udp won't work that way i guess, unless flash can do udp and expose it to javascript or something like that.
Anyway network will require a bunch of further research and will be low prio for now, too much graphics stuff and other api to finish first =)
love-android - gamejams

coffee
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Re: Love2D WebPlayer (WebGL)

Post by coffee » Sat Mar 31, 2012 1:02 pm

clickrush wrote: they show how stubbornly annoying IE still is


YOU TOTALLY WRONG! EAT YOUR WORDS! http://browseryoulovedtohate.com/ ;)

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tentus
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Re: Love2D WebPlayer (WebGL)

Post by tentus » Sat Mar 31, 2012 2:53 pm

IE 9: "Hey guys we've caught up to Firefox 3.6!" (Well, almost)
Kurosuke needs beta testers

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YellowAfterlife
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Re: Love2D WebPlayer

Post by YellowAfterlife » Tue Apr 03, 2012 5:55 pm

SiENcE wrote:here are some additional love2d-webplayer samples.

http://sience.schattenkind.net/love2d/

cheers
Hey, I've been linked to your site section few times, and noticed that you are hosting an old version of my platformer engine among other things.
Could you...
* Update it to current version (one looks and plays much better)
* Insert some sort of traceback link to topic so if someone were to think of using engine they would get a most recent one.

Of webplayer overall, this looks quite and quite interesting.
HTML5 performance rules remain though - one has to optimize things to have them working at full speed.
yal.cc
Contains things I work on. Also gets Love2d examples time to time.

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SiENcE
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Re: Love2D WebPlayer

Post by SiENcE » Tue Apr 03, 2012 8:20 pm

YellowAfterlife wrote:
SiENcE wrote:here are some additional love2d-webplayer samples.

http://sience.schattenkind.net/love2d/

cheers
Hey, I've been linked to your site section few times, and noticed that you are hosting an old version of my platformer engine among other things.
Could you...
* Update it to current version (one looks and plays much better)
* Insert some sort of traceback link to topic so if someone were to think of using engine they would get a most recent one.

Of webplayer overall, this looks quite and quite interesting.
HTML5 performance rules remain though - one has to optimize things to have them working at full speed.
Shure i can update it. But i need todo a lot of changes, because not everything is supported yet. I drop a link to your game but i will remove it anyway ... this is only for testing the webplayer ;-).

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tsturzl
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Re: Love2D WebPlayer (WebGL)

Post by tsturzl » Thu Apr 05, 2012 5:17 pm

I agree, IE is catching up. Though I think a lot of those articles are bogus. I definitely think Chrome has the highest security, though many others are picking up the concept of independent tab/window sandboxing, it think Chromes extension/plugin engine is far more secure than that of IE or Firefox.

Anyway enough opinions, as that's not really the point I'm trying to make.

I don't think IE will support WebGL, or at least not very actively. Microsoft tends to stay away from OpenGL and rather focus's on DirectX and XNA. I think they'll probably just try and keep on with hardware accelerating 2D canvas's, perhaps they'll expose sliverlight to Javascript or .NET/XNA? Though that would require dependencies.

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T-Bone
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Re: Love2D WebPlayer (WebGL)

Post by T-Bone » Thu Apr 05, 2012 8:06 pm

You know what would have been awesome? If love.filesystem could write files to the server, instead of on the user's computer. That way, you could totally make an online game, with accounts and login and stuff, really easily.

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kikito
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Re: Love2D WebPlayer (WebGL)

Post by kikito » Thu Apr 05, 2012 9:15 pm

coffee wrote:<Video>
I hate that video so much. I have actually lost money because of IE. And now they tell me that I don't like it because I'm mentally ill, and I just "love to hate it". It's offensive.
T-Bone wrote:You know what would have been awesome? If love.filesystem could write files to the server, instead of on the user's computer. That way, you could totally make an online game, with accounts and login and stuff, really easily.
Well, the "local" part could be done with localStorage. For the remote part you would need a server of some sort.
When I write def I mean function.

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Nixola
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Re: Love2D WebPlayer (WebGL)

Post by Nixola » Thu Apr 05, 2012 9:51 pm

How could someone lose money due to a browser? It sent an order twice or something like that?
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics

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