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sandsmas

A visual editor for LÖVE, that runs in LÖVE.

example screenshot

Structure

The basic structure is that there is, from least complex to most complex:

  • Underlying Libraries specifically chosen because they do what they do the best.
  • Lasagna composed of the underlying libraries, in several layers, with just enough glue to combine them meaningfully without permanently binding to a particular library for a given purpose.
    • Layer 1 low-level serialization and entity-component relationships that will make networking & physics a lot easier.
    • Layer 2 mid-level features that integrate with the structure provided from layer 1, such as graphic optimizations and complex rendering.
    • Layer 3 high-level features, such as logging, profiling, and libraries that editor tools can take advantage of.
  • A Project Structure a specially formatted love project that will enable the editor to edit it while still being permissive about its configuration.
  • A Bootstrap maintained separate from the editor, allowing for running of project files as a standalone and within the editor.
  • The Editor that is capable of producing project files and allowing for easy composition of a game.

Lasagna

Below are some example layer categories and some candidate libraries that would be nice to have in each.

Good Reads

Design Goals

LuaJIT

Technical Reference

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