RichLÖVE Mobile 0.10.2 - AdMob+UnityAds+PlayGamesServices+GameCenter

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Marty
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Re: RichLÖVE Mobile 0.10.2 - AdMob+UnityAds+PlayGamesServices+GameCenter

Post by Marty » Fri Nov 16, 2018 3:16 pm

Cruhan wrote:
Fri Nov 16, 2018 5:59 am
if I understand correctly this is 10.2 so it doesn't use metal on ios?
Any version of LÖVE is not using the Metal implementation, instead it's using OpenGL / OpenGL ES. However, on newer iOS versions Apple's OpenGL ES implementation uses Metal under the hood. This is independent of LÖVE's version.
Visual Studio Code TemplateRichLÖVE Mobile (AdMob+UnityAds+PlayGamesServices+GameCenter)Add me on Discord

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tahoma
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Posts: 22
Joined: Mon Apr 22, 2019 1:13 am

Re: RichLÖVE Mobile 0.10.2 - AdMob+UnityAds+PlayGamesServices+GameCenter

Post by tahoma » Sun Jun 30, 2019 12:33 pm

I have a noob question (which is part of a larger thread):
Is my understanding correct this is not a library, but rather an extension of the engine itself?

If so, how does one go around making things work?
Specifically, do i simply follow these instructions and put the game (game.love) in the directory (project)/app/src/main/assets before compiling richlove?
Related to that, is there a way to test the features of this 'library' without a need for apk creation every single time (eg, compile LOVE app and then run .love files through a file system)?

Thanks!

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