Search found 10 matches

by Garbeld
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...
by Garbeld
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...
by Garbeld
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...
by Garbeld
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, ...
by Garbeld
Thu Oct 17, 2013 10:58 am
Forum: General
Topic: 4d
Replies: 21
Views: 12288

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...
by Garbeld
Thu Oct 17, 2013 12:47 am
Forum: General
Topic: 4d
Replies: 21
Views: 12288

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...
by Garbeld
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...
by Garbeld
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...
by Garbeld
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...
by Garbeld
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...