Search found 90 matches
- Wed Jun 14, 2017 1:31 pm
- Forum: Support and Development
- Topic: Using own's FPS handler, but FPS still 60?
- Replies: 5
- Views: 5710
Re: Using own's FPS handler, but FPS still 60?
Damn, I only could adjust the FPS at around 1-60, huh? So even though I don't use anything that block the while loop, V-Sync could still block it. Thanks!
- Wed Jun 14, 2017 12:20 pm
- Forum: Support and Development
- Topic: Using own's FPS handler, but FPS still 60?
- Replies: 5
- Views: 5710
Re: Using own's FPS handler, but FPS still 60?
Oops, I didn't tell where Game:run is called, did I? It's basically called in love.run, but I guess I need to upload my LOVE then (small pun there). Edit: And... Game:run is in game.lua which is called by love.run in main.lua.
- Wed Jun 14, 2017 11:32 am
- Forum: Support and Development
- Topic: [Solved] Select Audio Output
- Replies: 3
- Views: 3871
Re: Select Audio Output
Well I never have any experiences with the audio/sound module of LOVE, so sorry about that. But after looking it up in the wiki, there's no single function that could switch the audio output, so it's not possible. If you want to look it up further, I suggest you to head to the wiki for details.
- Wed Jun 14, 2017 10:17 am
- Forum: Support and Development
- Topic: Using own's FPS handler, but FPS still 60?
- Replies: 5
- Views: 5710
Using own's FPS handler, but FPS still 60?
I replaced LOVE's internal code (which is love.run) with my own, but FPS still 60. Is it V-Sync in effect? Because I wonder if I could set the FPS more than 60, like 120. But I guess I'm asking something that has been asked like million times, right? ... Game.TimePerFrame = 1 / 30 ... function Game:...
- Sat Dec 10, 2016 2:21 pm
- Forum: General
- Topic: Changing Values in Lua
- Replies: 7
- Views: 7109
Re: Changing Values in Lua
Wow, raidho36! That really clears up my mind! Thanks. Also what I'm asking is Lua in general not Love2D's Lua. Thanks for the huge information again!
- Sat Dec 10, 2016 12:14 pm
- Forum: General
- Topic: Changing Values in Lua
- Replies: 7
- Views: 7109
Re: Changing Values in Lua
zorg, thanks! Could you give me the source of information you got from, or explain more perhaps? 

- Sat Dec 10, 2016 11:59 am
- Forum: General
- Topic: Changing Values in Lua
- Replies: 7
- Views: 7109
Re: Changing Values in Lua
Ah, sorry for the less explanation about what I'm truly asking for. raidho36 , what I'm asking is that not in LuaJIT but Lua 5.3. I saw the source code of Lua, and lua_Number uses union , so both int and float require same memory space. Forget about the numbers. What about the the 3rd and 4th exampl...
- Sat Dec 10, 2016 10:01 am
- Forum: General
- Topic: Changing Values in Lua
- Replies: 7
- Views: 7109
Changing Values in Lua
Let's straight to the point with no useless chit-chat. - What's the difference between these codes? - Which code is more expensive in performance to run? number = 1.5 number = 3 number = 1.5 number = 3.0 Surely that Lua now has int subtype (as in 5.3). That's just for integer and floating-point numb...
- Wed Dec 07, 2016 9:35 am
- Forum: General
- Topic: What code editor do you use ?
- Replies: 195
- Views: 323051
Re: What code editor do you use ?
Another Visual Studio Code user here! Damn, it's just too good to be true! It's not perfect but at least integrated with Git. There're a few useful Lua extensions that you can use so you can speed up your development (including linter).
- Fri Sep 23, 2016 9:02 am
- Forum: Libraries and Tools
- Topic: LifeAI - AI decision-making
- Replies: 3
- Views: 5225
Re: LifeAI - AI decision-making
Viomi , thanks. I'm trying to implement overloads in Lua so the binding doesn't have to create useless more functions ( lai.Make2 etc.) but it doesn't work pretty smoothly because yet I don't know how to do it. Jack5500 , yes and no. I really do hope I can give it a full example but due to a lot of...