At the beginning of this month, Colby and myself decided it was time to buckle down and do something cool. We stumbled upon a branch of LÖVE that supports buffering vertices and decided to see if we couldn't abuse this functionality to open LÖVE up to 3D development.
For those in the dark, LÖVE is a 2D game framework that uses the Lua programming language to allow for rapid prototyping and development. While the API is centred around providing easy tools to create 2D games, LÖVE sits on top of OpenGL. With the right tools, breaking free of LÖVE's 2D API is pretty simple and the results are well worth it.
To begin, I decided to write an IQE model loader while Colby began work on a 4x4 matrix (mat4) library. Writing a basic IQE loader wasn't terribly difficult since the spec is very well documented, and we had a