PlayLua
PlayLua is an integrated development environment designed to develop games for Sony's PlayStation 2, Sony's PlayStation Portable, Microsoft Windows, Arduino and Android. This IDE works by modes to adapt to each Framework, the modes and their descriptions are shown below:
PS2 Mode: It is to create applications for PlayStation 2 in Lua programming language. The framework is LuaPlayer, from the famework that was published as a port for PS2, I did an internal reconstruction, solved problems, added functionalities and classes, however I left the interface of functions intact for compatibility with PSP, for the new classes have to see the documentation. Note: In this mode, only 2D graphics can be rendered.
PS2DEV Mode: It is to create applications for Play Station 2 in C/C++ programming language. The framework are all the works that were made under the PS2DEV seal. Not all projects can be compiled since not all of them have the same structure. To open from PlayLua the folder with the projects that have been rescued go to Help>Examples>PS2DEV.
PSP Mode: It is to create applications for PlayStation Portable in Lua programming language. The framework is LuaPlayer.
Windows Mode: It is to create applications for Windows and Arduino in Lua programming language. The framework is PlayLua Engine, an 3D Game Engine that allows to use 3D models, GUI elements, cameras, physics and Arduino, which gives the green light to create augmented reality applications, or automation applications.
Android Mode: It is to create applications for Android in Lua programming language. (Beta)
GU2D: It is to work with GU2D, my most recent library to create PlayStation 2 games with 2D graphics in C/C ++ language. Includes functions for working with physics (based on AABB), sprites and 2D animation. In this mode, the code and the Assets (textures) are compiled into an ELF.
GU3D: It is to work with GU3D, my most recent library to create PlayStation 2 games with 3D graphics in C/C ++ language. Includes functions for working with 3D models (SMD format without animation) and 3D graphic primitives (similar to OpenGL). In this mode, the code and the Assets (textures, 3D models) are compiled into an ELF.