GLSL in Löve

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Xcmd
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Re: GLSL in Löve

Post by Xcmd »

appleide wrote:The Mac sources are simply repackaged versions of the Linux sources and then compiled. (You could also compile linux sources on mac)... The statistics don't look too biased against non-windows users. Roughly 6 vs 4! =D
Sorry, the lone little mathematician in me demands we reduce that to 3:2 ratio. XD
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Robin
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Re: GLSL in Löve

Post by Robin »

bartbes wrote:Still weird, as a lot of frequent visitors here (including me) use Linux/Mac all/most of the time.
Yeah, that's the case with frequent visitors (or at least frequent posters). But I can imagine the bulk of the visitors are one-time guests, looking for an answer to a specific question, perhaps via Google. They could easily make up for a whole Windows demographic.
Xcmd wrote:
appleide wrote:Roughly 6 vs 4! =D
Sorry, the lone little mathematician in me demands we reduce that to 3:2 ratio. XD
Hmm. I actually feel like reducing that to 1.5:1 ^^.
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sauer2
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Re: GLSL in Löve

Post by sauer2 »

bartbes wrote:Still weird, as a lot of frequent visitors here (including me) use Linux/Mac all/most of the time.
Hmm, i guess this is because Linux is more developer friendly imo (compilers included, dependencies can be installed with a package system) and this engine is aimed towards developers. About Mac i don't know.
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Robin
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Re: GLSL in Löve

Post by Robin »

sauer2 wrote:
bartbes wrote:Still weird, as a lot of frequent visitors here (including me) use Linux/Mac all/most of the time.
Hmm, i guess this is because Linux is more developer friendly imo (compilers included, dependencies can be installed with a package system) and this engine is aimed towards developers. About Mac i don't know.
I think developers/programmers are generally computer-savvy ;) and among them the percentage people using non-Windows or multiple OSs is higher than with normal users. About Mac: it's the favorite OS for many artists, and they might be attracted to the aesthetics of LÖVE as well. Just guessing here, though. If you haven't noticed, I'm definitely not an artist ^^.
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sauer2
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Re: GLSL in Löve

Post by sauer2 »

Robin wrote: I think developers/programmers are generally computer-savvy ;) and among them the percentage people using non-Windows or multiple OSs is higher than with normal users. About Mac: it's the favorite OS for many artists, and they might be attracted to the aesthetics of LÖVE as well. Just guessing here, though. If you haven't noticed, I'm definitely not an artist ^^.
Lol, my first thought about Mac was the same. but then i said myself that the Linux->Programmer prejudice must be enough. :P
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Robin
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Re: GLSL in Löve

Post by Robin »

sauer2 wrote:Lol, my first thought about Mac was the same. but then i said myself that the Linux->Programmer prejudice must be enough. :P
Well, yes, it's a generalization, but I believe it's true statistically. As in: not all artists use Mac, and not all Mac users are artists, but among Mac users, a higher percentage of artists can be found than among Windows users, etc.
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fäbian
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Re: GLSL in Löve

Post by fäbian »

Mac OS X also makes for a fine development platform, it comes with python, ruby, perl, gcc etc. and with macports it's easy to install more things from the command line.
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Xcmd
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Re: GLSL in Löve

Post by Xcmd »

fäbian wrote:Mac OS X also makes for a fine development platform, it comes with python, ruby, perl, gcc etc. and with macports it's easy to install more things from the command line.
Yup. It's because Mac OS X is FreeBSD with a different graphics component and the "mach" kernel. A lot of people seemed to have missed that even though I'm pretty sure it's the number-one selling point for its servers.

(Edited for clarity. Kind of.)
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osgeld
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Re: GLSL in Löve

Post by osgeld »

thought it was net bsd, but it doesnt really matter
iza
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Re: GLSL in Löve

Post by iza »

*bump*
I would really really want this feature. (not necessarily GLSL, but any sort of shader support)

I'm planning on making a game in which lighting would play an integral part, and the only good way I could see implementing it is with shaders.


Edit; On a somewhat related note, if shader support isn't feasible could we at least get a love.blend_multiply blend-mode? (added to feature tracker)
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