Search found 51 matches
- Mon Jan 23, 2017 4:44 am
- Forum: Support and Development
- Topic: checkerboard. rectangle vs shader
- Replies: 6
- Views: 4823
Re: checkerboard. rectangle vs shader
Also you could use an [wiki]Image[/wiki] or a [wiki]Canvas[/wiki], and a [wiki]Quad[/wiki], if you make the quad bigger than the image then you can use the "repeat" [wiki]WrapMode[/wiki] in [wiki](Image):setWrap[/wiki]/[wiki]Canvas:setWrap[/wiki], to move it around just make the quad bigg...
- Mon Jan 23, 2017 1:01 am
- Forum: Support and Development
- Topic: checkerboard. rectangle vs shader
- Replies: 6
- Views: 4823
Re: checkerboard. rectangle vs shader
Judging from the way the shader works (performing a function per pixel.) the shader would immediately seem to be the most expensive since we are performing a function per pixel involving a range calculation. Yes, except all of that runs parallel, since you have a GPU designed to do just this, crunc...
- Sun Jan 22, 2017 9:36 am
- Forum: Support and Development
- Topic: checkerboard. rectangle vs shader
- Replies: 6
- Views: 4823
checkerboard. rectangle vs shader
Long story short: What is more efficient when rendering a checkerboard is it a shader or a love.graphics.rectangle + love.graphics.setColor? (assuming its animated.) Long story: Judging from the way the shader works (performing a function per pixel.) the shader would immediately seem to be the most...
- Wed Dec 23, 2015 7:01 pm
- Forum: Games and Creations
- Topic: [Alpha] Lucidity
- Replies: 10
- Views: 7618
Re: [Alpha] Lucidity
Forgot that xcopy ignores empty folders T_T
Sorry about the volume of crashes, I should have tested it after I fixed a few of the newest bugs.
Sorry about the volume of crashes, I should have tested it after I fixed a few of the newest bugs.
- Wed Dec 23, 2015 6:41 am
- Forum: Games and Creations
- Topic: [Alpha] Lucidity
- Replies: 10
- Views: 7618
Re: [Alpha] Lucidity
Then clicked the pack of cards, then the tab marked 2, and the game crashed. I just managed to replicate this. See if the attached version has it fixed. Sorry for my dumbness. That made a huge difference! It got me hooked trying to see what was next. I feel that its mostly my fault though, it is li...
- Wed Dec 23, 2015 5:37 am
- Forum: Games and Creations
- Topic: [Alpha] Lucidity
- Replies: 10
- Views: 7618
Re: [Alpha] Lucidity
Yeah the lack of ground is intentional, it is supposed to cause you to doubt what you are doing, you are supposed to think outside the box. Go LEFT directly opposite to the green arrow and DO NOT listen to the text on the walls, it will purposely deceive you. The radio is supposed to guide you as it...
- Wed Dec 23, 2015 4:19 am
- Forum: Games and Creations
- Topic: [Alpha] Lucidity
- Replies: 10
- Views: 7618
Re: [Alpha] Lucidity
Sorry, my bad, here it is:pgimeno wrote:I've tried to run the Linux version, but there's no game.love.
- Wed Dec 23, 2015 3:07 am
- Forum: Games and Creations
- Topic: [Alpha] Lucidity
- Replies: 10
- Views: 7618
[Alpha] Lucidity
I am proud to release the alpha version of my game, Lucidity. Lucidity is a combination of a 2D platformer and turn-based strategy. Story: You follow the story of Yume, a girl stuck between the old and new reality at some point in time where time itself is a contrary concept. You must find a way out...
- Sat Dec 05, 2015 5:31 pm
- Forum: Support and Development
- Topic: Question about depth (Z-axis)
- Replies: 1
- Views: 2140
Re: Question about depth (Z-axis)
However I know that I need a depth system to define how all the 2d objects on screen layer on top of eachother. I was wondering if I should just have a ZIndex property in all drawn classes that defines the drawing order, or if I should use Vector3's instead, and having the Z-axis as depth. I dont t...
- Fri Dec 04, 2015 6:02 pm
- Forum: Support and Development
- Topic: SpriteBatch with a z cord
- Replies: 4
- Views: 3201
Re: SpriteBatch with a z cord
It sounds to me like spritebatches might not be the right tool for the job. The code will probably get quite messy, and the performance improvements won't be that large if objects change z values often. Yeah, I fear this might be the case as I sort items on screen at run time. A spritebatch draws i...