Search found 10 matches
- Tue May 27, 2014 9:37 am
- Forum: General
- Topic: LOVE performance (framerate)
- Replies: 12
- Views: 7601
Re: LOVE performance (framerate)
Yeah, that's pretty weird. What does love.graphics.getRendererInfo output? There's a chance that Microsoft's OpenGL software renderer is being used instead of your video card. That... would make a lot of sense, from what I know. I'm surprised I hadn't thought of it. Name: OpenGL Version: 1.1. Vendo...
- Mon May 26, 2014 11:43 pm
- Forum: General
- Topic: LOVE performance (framerate)
- Replies: 12
- Views: 7601
Re: LOVE performance (framerate)
Okay, so I made a little test thing. It prints dt for each frame in the top-left corner, as well as which test is running (see the code to figure out what each number represents). Pressing q cycles the test type. On my desktop, I'm getting ~1000 fps. (Using an updated version without vsync. Attached...
- Sat May 24, 2014 11:57 pm
- Forum: General
- Topic: LOVE performance (framerate)
- Replies: 12
- Views: 7601
Re: LOVE performance (framerate)
First of all: You did a good job at finding, what slows down your program. Many people, when trying to optimize their code, do not check beforehand, if they really found the bottleneck and then optimize the wrong part. My actual skill is behind what it should be (I've never been much a problem solv...
- Sat May 24, 2014 10:16 pm
- Forum: General
- Topic: LOVE performance (framerate)
- Replies: 12
- Views: 7601
LOVE performance (framerate)
I recently got a laptop for doing programming away from home (for the record, a Fujitsu Lifebook, I think p1620, not sure. It's running Windows 8). For the most part, it's served me well, and I've made a satisfying amount of progress on general design for my platformer project, but, unsurprisingly, ...
Re: 4d
Following the shields idea, if I make shields consist of 3 color sliders, so you'd have to navigate along all 3 color components separately, rather than just hue slider, would this make up for a 6d game? No, obvioiusly. It's still a 3d game. But I'm not finding that conclusion to be "obvious&q...
Re: 4d
I remember one 4d ship shooter. Don't remember its name though. Adanaxis? It isn't exactly 4d, it's more like regular 3d space shooter with an extra degree of dodging. Could've as well been just multicolor shields where only the same color bullets can penetrate it. I don't get it. How is "an e...
- Sun May 12, 2013 2:14 pm
- Forum: General
- Topic: Elegantly coded entity behaviour
- Replies: 6
- Views: 4837
Re: Elegantly coded entity behaviour
My bad. I think one obvious thing is that you don't use local variables in your code. Could you give some examples of where they might be relevant to my code? As it is, in my posted code, I very rarely declare any variables, and with the exception of pip.po, similarly rarely perform table lookups m...
- Tue May 07, 2013 10:05 am
- Forum: General
- Topic: Elegantly coded entity behaviour
- Replies: 6
- Views: 4837
Re: Elegantly coded entity behaviour
Sure. I think understanding tables is crucial because the table is the only available data structure. I'm thinking my question might have been misinterpreted - I was referring to your statement that "I can tell you're coming from another language by looking at your code". Cool. There's ma...
- Sun May 05, 2013 7:51 pm
- Forum: General
- Topic: Elegantly coded entity behaviour
- Replies: 6
- Views: 4837
Re: Elegantly coded entity behaviour
I assume you are programming a platformer game. Kind of explicitly said so. In my first sentence. :awesome: I don't consider myself a Lua "expert" but I've been programming for a few years so I can tell that you're coming from another language by looking at your code. I find that interest...
- Sun May 05, 2013 4:18 pm
- Forum: General
- Topic: Elegantly coded entity behaviour
- Replies: 6
- Views: 4837
Elegantly coded entity behaviour
I'm working on a platformer. I've got it working , so far - you can run and jump around, and in one (long gone) iteration, you could hit stuff with a sword and be hit back. My problem is that my current code is a rather painful-to-modify mess, both in lua and c++ - I'm afraid to implement anything n...