Showcase your libraries, tools and other projects that help your fellow love users.
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Karai17
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by Karai17 » Fri Oct 17, 2014 11:55 pm
UPDATED 2015-07-26
shakesoda and myself have been working on a LÖVE3D tech demo that performs surprisingly well: we're managing over 8 million triangles in a scene without dropping frames on mid-tier GFX hardware. We also wrote an IQM 3D model loader, a 3D camera, and a 3D-oriented math library, all of which we're releasing for free under the MIT open source license. Listed below are several things we've currently released, with more expected to follow.
If you want to follow development or read a bit more detailed information, you can follow my new
Dev Blog.
Note: the models exported a bit wonky from Blender, which is why the dancing might look a bit off.
Download
Tech Demo (2015-07-26)
Other Stuff
Lua IQM Loader
Cirno's Perfect Math Library
Information & Requirements
- Requires LÖVE 0.10
- Works in Wine 1.7+ (but really, just compile it in Linux)
- Tech Demo requires sRGB support
Last edited by
Karai17 on Sun Jul 26, 2015 6:59 pm, edited 16 times in total.
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jack0088
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by jack0088 » Sat Oct 18, 2014 12:06 am
awesome! o_O
will you share it?
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Karai17
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by Karai17 » Sat Oct 18, 2014 12:07 am
Check the links at the bottom of the post.

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shakesoda
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by shakesoda » Sat Oct 18, 2014 12:08 am
best dancing clone army ever.
I was totally advocating for the video being trimmed because of the wonky leg animations, though, that's 100% the fault of the VMD importer for blender.
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jack0088
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by jack0088 » Sat Oct 18, 2014 12:10 am
Karai17 wrote:Check the links at the bottom of the post.

I read over... its windows only, so I actually cant' use this! Great job anyway..
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shakesoda
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by shakesoda » Sat Oct 18, 2014 12:31 am
a side note if anyone was curious about the memory stats: the animation buffers are *gigantic* for the video, that dance has about 2700 frames and 130 bones to the skeleton, and loading all that mesh data makes things peak pretty high. we haven't really tried to optimize for memory yet, but non-animated stuff is pretty small (see first screenshot)
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Jasoco
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by Jasoco » Sat Oct 18, 2014 8:45 am
Why is this Windows only? It's a Löve project. It should be a .love file. It's unfair to many people on this forum. And no, it does not work right if you drag the EXE onto the Love.app. It throws up an error. Please upload a .love. EXE should only be used for distribution of finished games.
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Karai17
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by Karai17 » Sat Oct 18, 2014 8:47 am
Karai17 wrote:... With a slightly customized version of LOVE...
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Jasoco
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by Jasoco » Sat Oct 18, 2014 8:49 am
You'll have to elaborate on that. What exactly is customized? Will there be a Mac version of this customized Löve engine? Or a Linux? Is this customized Love engine helping with the speed of rendering or is that a shader? How do you handle pixel depth?
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shakesoda
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by shakesoda » Sat Oct 18, 2014 8:51 am
Jasoco wrote:You'll have to elaborate on that. What exactly is customized? Will there be a Mac version of this customized Löve engine? Or a Linux? Is this customized Love engine helping with the speed of rendering or is that a shader? How do you handle pixel depth?
It's a custom build of Love's vertex buffer branch that we patched to fix a crash, and an FFI binding we're using is currently having issues on not-Windows or we'd just include bins.
The vertex buffer branch exposes arbitrary vertex attributes to shaders and we used FFI to enable OpenGL's depth testing. We're going to get it working on other stuff, it's just not the first priority.
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