Search found 8 matches
- Sat Jun 09, 2018 3:03 pm
- Forum: Support and Development
- Topic: [Solved] LuaSocket broken in 11.0/11.1
- Replies: 2
- Views: 3400
Re: LuaSocket broken in 11.0/11.1
Both of those individually worked, thanks.
- Sat Jun 09, 2018 5:15 am
- Forum: Support and Development
- Topic: [Solved] LuaSocket broken in 11.0/11.1
- Replies: 2
- Views: 3400
[Solved] LuaSocket broken in 11.0/11.1
The attached love file (same code here - https://repl.it/@parameterized/LuaSocket-Test) works in 0.10.2, but not 11.0.0 or 11.1.0. I tried running server update code in another thread in case it was blocking, but that didn't work. Equivalent code written for udp sockets also worked in 0.10.2 but not...
- Sun Aug 07, 2016 9:27 am
- Forum: Support and Development
- Topic: Procedural Audio Clicks
- Replies: 3
- Views: 2575
Re: Procedural Audio Clicks
So it's not stopping at a zero-crossing that makes it pop? Do you know how something like this works/could be translated to l2d?
- Sun Aug 07, 2016 6:35 am
- Forum: Support and Development
- Topic: Procedural Audio Clicks
- Replies: 3
- Views: 2575
Procedural Audio Clicks
I'm trying to implement procedural audio in my game, but having trouble getting rid of the clicking that I assume is caused by sudden changes in the waveform. At sound clip lengths that are multiples of 0.5, there's no clicking between them (if you keep the frequency the same.) Looking at the wavefo...
- Sun Apr 12, 2015 10:44 pm
- Forum: Libraries and Tools
- Topic: Temporal Point Interpolation
- Replies: 3
- Views: 2458
Re: Temporal Point Interpolation
I'm looking into using a shader to speed up the rendering time. Right now I'm having a problem with sending information for the points to the shader, does anyone have a simple solution for sending a table containing xyz and rgb information for a variable amount of points? If variability is a problem...
- Sat Apr 11, 2015 10:45 pm
- Forum: Libraries and Tools
- Topic: Temporal Point Interpolation
- Replies: 3
- Views: 2458
Temporal Point Interpolation
I've been working on a program and found a pretty interesting bug. It happened when I calculated the average wrong, and I ended up with something much more interesting than what I was intending. Here's an animation that I put up on youtube after rendering for 8 hours. 7IKCpsdZrfQ There are probably ...
- Mon Sep 08, 2014 4:17 pm
- Forum: Libraries and Tools
- Topic: 2D Perspective Camera
- Replies: 3
- Views: 4327
Re: 2D Perspective Camera
This is nice ! but you should increase the field of vision, I mean the two sides of the blue triangle in front of the character to better match what is rendered in perspective, because I have the feeling that there are more quads rendered in perspective than points in the triangle. Right now I'm ta...
- Mon Sep 08, 2014 2:43 pm
- Forum: Libraries and Tools
- Topic: 2D Perspective Camera
- Replies: 3
- Views: 4327
2D Perspective Camera
I've created a controllable 2D perspective camera using the method described here
It has some odd problems with jitter, so if anyone wants to dissect it and help me find the problem that would be helpful.
Also, if you have something you would like to see me add/change please leave a comment.
It has some odd problems with jitter, so if anyone wants to dissect it and help me find the problem that would be helpful.
Also, if you have something you would like to see me add/change please leave a comment.