Search found 58 matches
- Sun Dec 27, 2020 7:21 pm
- Forum: Support and Development
- Topic: Do I need to worry about DTs greater than 1?
- Replies: 4
- Views: 4712
Re: Do I need to worry about DTs greater than 1?
Rather than assuming it won't, or ignore too big ones, I would cap it. It is frequent and desirable to cap dt to a reasonable value. See e.g. https://gamedev.stackexchange.com/questions/83786/why-cap-game-loop-delta-time Note also that the speed with the damping formula you've mentioned varies with...
- Fri Dec 25, 2020 2:57 am
- Forum: Support and Development
- Topic: Do I need to worry about DTs greater than 1?
- Replies: 4
- Views: 4712
Do I need to worry about DTs greater than 1?
I'm new to working with dt, and I was wondering if it made sense to ignore dt values greater than 1? The reason is because it affects the math I'm attempting to do (maybe I should be trying different math) For instance, to make a point approach a target: point.x = target.x + (point.x-target.x)*.9 Ca...
- Mon Jan 20, 2020 5:32 am
- Forum: Support and Development
- Topic: Different Controller GUID for different LOVE versions?
- Replies: 4
- Views: 5084
Re: Different Controller GUID for different LOVE versions?
According to the wiki, Joystick:getGUID "gets a stable GUID unique to the type of the physical joystick which does not change over time. For example, all Sony Dualshock 3 controllers in OS X have the same GUID. The value is platform-dependent." https://love2d.org/wiki/Joystick:getGUID I th...
- Sun Jan 19, 2020 4:01 am
- Forum: Support and Development
- Topic: Different Controller GUID for different LOVE versions?
- Replies: 4
- Views: 5084
Different Controller GUID for different LOVE versions?
Hey all! A game I built a few years back in LOVE 10.2 prints out a controller's GUID as 7e050000000000000620000000000000 However, when I run the same game in LOVE 11, it prints out the GUID of 030000007e0500000620000001000000 which matches what I get from the SDL2 Gamepad tool. Does anyone know why ...
- Sun Sep 24, 2017 4:39 am
- Forum: General
- Topic: Change Vsync without Exiting FullScreen?
- Replies: 1
- Views: 1984
Change Vsync without Exiting FullScreen?
Hey all
Is there any way to change the vsync setting of the window mid game without calling love.window.setmode, which, if in fullscreen, will cause the screen to close and reopen? (at least on a mac anyway)
Also as a side note, is there a way to get the refresh rate of a monitor?
Is there any way to change the vsync setting of the window mid game without calling love.window.setmode, which, if in fullscreen, will cause the screen to close and reopen? (at least on a mac anyway)
Also as a side note, is there a way to get the refresh rate of a monitor?
- Sun Sep 24, 2017 3:38 am
- Forum: General
- Topic: DT and Dropping Frames
- Replies: 5
- Views: 4503
Re: DT and Dropping Frames
To play nice with vsync make sure to prevent overdraw due to dt<interval. In short - you dont need to redraw unless you have taken at least 1 update step. Just store the step/tick number when you draw so that you dont redraw the same frame twice. Doesn't returning from love.draw just cause it to dr...
- Fri Sep 22, 2017 9:59 pm
- Forum: General
- Topic: DT and Dropping Frames
- Replies: 5
- Views: 4503
Re: DT and Dropping Frames
1.Generally you don't want to have any slowdown, especially for games where timing is important. The point is that the gameplay and timing should be the same regardless of how fast your computer is. 2.Using variable DT is less CPU intensive, but Box2D (love.physics) should be updated using a consta...
- Fri Sep 22, 2017 5:19 am
- Forum: General
- Topic: DT and Dropping Frames
- Replies: 5
- Views: 4503
DT and Dropping Frames
Hello all I recently released a game of mine, and it has been great! However, someone who did a youtube let's play of it ran into an issue. In their words: "I recommend looking into enabling a "frame-skip" option for your game, otherwise anybody capturing your game at 30fps is going t...
- Wed Aug 30, 2017 11:17 pm
- Forum: Support and Development
- Topic: Any reason why love.errhand wouldn't work?
- Replies: 6
- Views: 4931
Re: Any reason why love.errhand wouldn't work?
FOUND IT!
I have a variable named debug, which, according to this post is a no no https://love2d.org/forums/viewtopic.php ... and#p14892
I have a variable named debug, which, according to this post is a no no https://love2d.org/forums/viewtopic.php ... and#p14892
- Wed Aug 30, 2017 10:58 pm
- Forum: Support and Development
- Topic: Any reason why love.errhand wouldn't work?
- Replies: 6
- Views: 4931
Re: Any reason why love.errhand wouldn't work?
I tested the errhand on a simple one file load, update, draw, and it seems to work there... so something's up with my game