LÖVE development tools

Issue #885 open
Alex Szpakowski
created an issue

LÖVE currently works nicely as a development and runtime library/framework without any split between the two, but there are some things that I feel are missing from the development side which wouldn't make sense to include in end-user runtime distributions, especially when Android and iOS are taken into account.

A more robust no-game screen (maybe including a list of recently used .love files which you can click), Shader validation, texture compression (especially when you add mobile since you'd want DXT-compressed images on desktop, PVR on iOS and ETC on Android), and some other asset-related things are a few ideas I've had which fit that scope.

The development stuff might be an extra dll and possibly a love-dev executable, although that's just my first thought on it.

Comments (8)

  1. hahawoo

    For what it's worth, I don't think I would use the no-game screen for launching .love files on a non-mobile computer, I think I would always use the operating system's file manager instead.

    I also like how LOVE is "portable", i.e. it doesn't leave behind files (unless the .love file creates them).

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