It's not always possible to satisfy all constraints, they're just very strong suggestions. So "try" means exactly what it does in any other physics engine.
> It would be nice to have a list of exactly which file formats are supported, and have it available on this particular page.
LOVR uses assimp. So it can load anything assimp can. The documentation on that could be better, but it's an open source project; feel free to contribute some cycles.
> they can't claim some sort of open-source ideology driving the decision to not support MP3
Importing assimp takes little to no effort. Importing MP3 means dealing with patents. Not worth it, especially considering it's a terrible format for high quality sound. Think about the implementation details for a second.
> There's no *
Two things: for one, this project seems to only have been running for about a year, as a solo show. I'm sure more features are coming.
The other is that this is modeled after Love2D, the 2D Lua games framework. In Love2D, the same choices were made in terms of not including animations or entities etc., allowing you to use libraries instead. This keeps the framework lightweight, and allows people to choose what library they'd like to use. The design is not purely borne of ignorance.
> I have my own work to do, hopefully some of it not for free.
Meanwhile, the author of this software did this for free, and shared it. Are you against open source software, or just against contributing back to it yourself?
> the MP3 pateets have expired.
the patents expired <4 months ago. Give the author a break. If it's so important to you, why don't you pay him to implement the feature seeing as you're not willing to contribute
>neither lightweight nor a framework
Weight - relative to UE4, unity or lumberyard, this seems lightweight. Unsure about the framework vs engine part - I always felt that when something comes bundled with batteries included, you can still call it a framework, but once it starts providing tools (scene editor), pipelines (asset processing), packaging for platforms, it becomes an engine. Debating over semantics of framework vs engine is pointless however.
It's not always possible to satisfy all constraints, they're just very strong suggestions. So "try" means exactly what it does in any other physics engine.
> It would be nice to have a list of exactly which file formats are supported, and have it available on this particular page.
LOVR uses assimp. So it can load anything assimp can. The documentation on that could be better, but it's an open source project; feel free to contribute some cycles.
> they can't claim some sort of open-source ideology driving the decision to not support MP3
Importing assimp takes little to no effort. Importing MP3 means dealing with patents. Not worth it, especially considering it's a terrible format for high quality sound. Think about the implementation details for a second.
> There's no *
Two things: for one, this project seems to only have been running for about a year, as a solo show. I'm sure more features are coming.
The other is that this is modeled after Love2D, the 2D Lua games framework. In Love2D, the same choices were made in terms of not including animations or entities etc., allowing you to use libraries instead. This keeps the framework lightweight, and allows people to choose what library they'd like to use. The design is not purely borne of ignorance.