We are working on a M.U.L.E clone. Here are some mockups.
Search found 9 matches
- Mon Mar 20, 2017 10:01 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1799
- Views: 1645043
- Mon Mar 20, 2017 9:58 am
- Forum: General
- Topic: What code editor do you use ?
- Replies: 195
- Views: 313436
Re: What code editor do you use ?
Visual Studio Code grew on me. Except that it's based on a browser, I like everything about it. Very light, fast and have extension for almost all the languages I like and use. The ones I use for löve are "LOVE" by bschulte and "vscode-lua" from trixnz. I also have luacheck insta...
- Tue Apr 26, 2016 4:56 am
- Forum: Support and Development
- Topic: Enforcing the player to follow a polyline (More challenging than it looks)
- Replies: 4
- Views: 2525
Re: Enforcing the player to follow a polyline (More challenging than it looks)
Thanks for the detailed explanation. I kinda solved it with my current method by changing the "snap" behaviour but I will try yours as well. It looks like very clean way of doing it but I didn't understand it yet fully.
- Sat Apr 23, 2016 9:40 pm
- Forum: Support and Development
- Topic: Enforcing the player to follow a polyline (More challenging than it looks)
- Replies: 4
- Views: 2525
Enforcing the player to follow a polyline (More challenging than it looks)
Hi guys/gals, Capture.PNG I'm working on a Qix/Volfied like game. So the player is only allowed to move on the white line shown above. I've managed that easily with the code below except with one big problem. -- Check where will the player be next frame -- But don't update the actual position yet lo...
- Tue Apr 19, 2016 12:22 pm
- Forum: Support and Development
- Topic: [SOLVED] Weird tear problem (issue with NVIDIA drivers)
- Replies: 3
- Views: 2988
Re: [SOLVED] Weird tear problem (issue with NVIDIA drivers)
I've made a quick example with another engine (Godot) and it's the exact same problem. So most probably a driver issue. For future reference, both of the laptops I've tried had Nvidia Quadro GPUs and both the linux and windows drivers have the same bug. Edit: I've used Nvidia control panel to force ...
- Tue Apr 19, 2016 10:23 am
- Forum: Support and Development
- Topic: [SOLVED] Weird tear problem (issue with NVIDIA drivers)
- Replies: 3
- Views: 2988
Re: Weird tear problem (Example included)
That's what I was afraid of. I guess it has something to do with NVIDIA mobile GPUs/Drivers I will try to upload a video. Edit: Recording the screen affects the frame rate and everything gets confusing so the best thing I could do was to take a video with my phone. It's not as clear as I would like ...
- Tue Apr 19, 2016 9:59 am
- Forum: Support and Development
- Topic: [SOLVED] Weird tear problem (issue with NVIDIA drivers)
- Replies: 3
- Views: 2988
[SOLVED] Weird tear problem (issue with NVIDIA drivers)
I'm making a Qix clone and I have a encountered a weird tearing problem. So far I've tested: Vsync on and off Different operating system (both windows and linux) Different computer (both systems with Nvidia GPU) Love 0.9 and 0.10 and the problem persists. Here is a simple application to reproduce it...
- Sun Jan 05, 2014 9:32 am
- Forum: General
- Topic: Spritebatch doesn't speed up things?
- Replies: 2
- Views: 2160
Re: Spritebatch doesn't speed up things?
Looks like it's GPU bound then.
Thanks for the articles.
Thanks for the articles.
- Sat Jan 04, 2014 3:25 pm
- Forum: General
- Topic: Spritebatch doesn't speed up things?
- Replies: 2
- Views: 2160
Spritebatch doesn't speed up things?
Hi people, When I run below codes I get similar FPS. Shouldn't I get more when using a spritebatch considering it's single draw call vs 200 per frame? Second question, when I look at wiki examples about spritebatch I've noticed that bind() and unbind() are not used. When should I use them exactly? I...