LÖVE3D

Showcase your libraries, tools and other projects that help your fellow love users.
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Mermersk
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Re: LOVE3D: For Realsies

Post by Mermersk »

Great work! Cant wait for it to be finished :nyu:
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Karai17
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Re: LOVE3D: For Realsies

Post by Karai17 »

Image

Projection now works! We can stick nameplates, health bars, and whatever else above a player. :)
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LÖVE3D - A 3D library for LÖVE 0.10+

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ArchAngel075
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Re: LOVE3D: For Realsies

Post by ArchAngel075 »

I am amazed by the capabilities of Love2D again....

I can't wait for a release to begin abusing haha..

Only one question I am extremely curious over :
Q. What/How are you implementing the networking? ie, what foundation or libraries do you employ?

As someone who has struggled four times to implement a good networking foundation.
I've tried simulation with low frequency server broadcast of database - but usually the result is not whats expected.

Anyhow, im looking forward to seeing great things arise, MMD and all haha.
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Karai17
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Re: LOVE3D: For Realsies

Post by Karai17 »

I am using slightly modified networking code form another project I have sitting around (https://github.com/karai17/love-und-panzer). This code is pretty old, so I gutted a lot of fluff from it and made the syntax a little cleaner, but otherwise it's the same code. This coded uses bartbes' networking library "Lube" which is a nice little wrapper. In this case, I am using enet as the protocol, and it works quite well.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

Dev Blog | GitHub | excessive ❤ moé
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TurtleP
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Re: LOVE3D: For Realsies

Post by TurtleP »

I really like how this is going! Amazing work! If only I could do make models and textures, I would definitely make a 3d game. By the way, how are you going to load models? I'd imagine something like

Code: Select all

love.model.newModel(path)
.
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Karai17
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Re: LOVE3D: For Realsies

Post by Karai17 »

We haven't really come up with a definitive API yet. I don't think we plan to pollute the love namespace, we'll probably come up with something on the side.

For now, you can use my IQE loader in its raw form to load a model.

Code: Select all

local iqe = require "iqe"

local model = iqe.load("model.iqe")
iqe.load("material.mtl", model)
model:load_texture("texture.png")
although even this setup is still fluid and changing.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

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TurtleP
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Re: LOVE3D: For Realsies

Post by TurtleP »

Makes sense now. Also, how did you make the world floor for the game? Is that from something like Sketchup where you'd import a .obj file (or something of the likes) and it converts it to a physical floor?
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Karai17
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Re: LOVE3D: For Realsies

Post by Karai17 »

The terrain is 100% procedurally generated using a Simplex Noise Generator we found.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

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TurtleP
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Re: LOVE3D: For Realsies

Post by TurtleP »

Karai17 wrote:The terrain is 100% procedurally generated using a Simplex Noise Generator we found.
Oh. That's interesting.. noise generators making floors. Do you think using something like a .obj file would be used in the future or no?
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Karai17
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Re: LOVE3D: For Realsies

Post by Karai17 »

We won't be formally supporting OBJ I don't believe, though I may stick that in since I have a half-assed OBJ loader already made that I could tidy up. IQE is our model format of choice and it will be fully supported in everything we do.

That being said, we do format the proc-gen terrain data as if it were an OBJ (since my Winged Edge library uses an OBJ file as input), so while OBJ isn't formally supported, there is no reason why you can't use one.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

Dev Blog | GitHub | excessive ❤ moé
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