Search found 82 matches

by unixfreak
Sun Apr 02, 2023 6:33 am
Forum: Support and Development
Topic: Questions relating to HDR monitors
Replies: 5
Views: 2099

Re: Questions relating to HDR monitors

Yep, love requests LDR (non-HDR) backbuffer / output, but what actually happens after that request is made is up to the OS and compositor and graphics driver on your system. Ok thanks for clarifying. Do you know if there's any plans to support detection of HDR which might help eliminate this weird ...
by unixfreak
Sun Apr 02, 2023 6:27 am
Forum: Support and Development
Topic: Questions relating to HDR monitors
Replies: 5
Views: 2099

Re: Questions relating to HDR monitors

dusoft wrote: Fri Mar 31, 2023 6:53 am This is more of a Linux-forum question. I think its related to your compositor. Are you using X or Wayland?
It's not, i said in the first line i'm not running Linux...
by unixfreak
Fri Mar 31, 2023 6:07 am
Forum: Support and Development
Topic: Questions relating to HDR monitors
Replies: 5
Views: 2099

Questions relating to HDR monitors

Hello. In recent months i got a HDR capable monitor. I would typically be running Linux, but there's a lack of support in general. Within Windows 11 when HDR is enabled in system settings, if i am launching a fullscreen LOVE2D project, my monitor flickers rapidly with coloured artifacts (vertical co...
by unixfreak
Wed Oct 28, 2020 11:12 pm
Forum: Support and Development
Topic: Using shader in Love2D
Replies: 5
Views: 8303

Re: Using shader in Love2D

grump wrote: Wed Oct 28, 2020 3:10 pm Due to precision errors after long uptime, passing the time like this can result in laggy animation. Get the timer value from love.timer.getTime() when the game starts, and subtract it from the current time when passing it to the shader.
Hmm, interesting. Never thought about that one. :awesome:
by unixfreak
Wed Oct 28, 2020 12:42 pm
Forum: Support and Development
Topic: Using shader in Love2D
Replies: 5
Views: 8303

Re: Using shader in Love2D

I can walk you through the steps to port this shader: 1. The main body of a shader such as void main() typically becomes vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords ) 2. You'll want to switch out fragColor for color and fragCoord 's for texture_coords 3. Often shadert...
by unixfreak
Tue Aug 20, 2019 1:12 pm
Forum: Support and Development
Topic: Camera panning not so smooth in map object
Replies: 1
Views: 4021

Re: Camera panning not so smooth in map object

Looks like you're missing deltatime when the camera position changes; Something like this: Map:update(dt) function Map:update(dt) --moves the map 1 pixel in any direction if input:down('PAN_RIGHT') then self.camX = self.camX + 2 *dt print(self.camX) elseif input:down('PAN_LEFT') then self.camX = sel...
by unixfreak
Thu Aug 01, 2019 4:13 pm
Forum: Libraries and Tools
Topic: Metaballs
Replies: 4
Views: 7365

Re: Metaballs

Looks nice! I played around with it for a bit and made some optimizations. The calculation is now done in a shader, and the texture is not recreated every frame. It's quickly hacked in though, so the code is far from optimal and not very pretty. ;) Hey, that's cool. Yeah, runs much faster as a shad...
by unixfreak
Wed Jul 31, 2019 6:01 pm
Forum: Libraries and Tools
Topic: Metaballs
Replies: 4
Views: 7365

Metaballs

https://raw.githubusercontent.com/Jigoku/love2d_metaballs/master/preview.gif This module creates a drawable surface with some HSL bouncing metaballs. Maybe someone will find this useful as a starting point for something else. Code can be found here: https://github.com/Jigoku/love2d_metaballs Basic ...
by unixfreak
Mon Jul 22, 2019 8:03 pm
Forum: Support and Development
Topic: Row of enemies
Replies: 2
Views: 3605

Re: Row of enemies

You'll want to loop over some rows and columns, which place an enemy into a table. That way you can loop over the table easily; One way to setup a grid of enemies is something like this; function love.load() enemies = {} enemies.w = 50 -- width of enemy enemies.h = 30 -- height of enemy enemies.rows...
by unixfreak
Sat Jul 20, 2019 11:01 pm
Forum: Support and Development
Topic: Trace a curve which pass through all of the points.
Replies: 8
Views: 6728

Re: Trace a curve which pass through all of the points.

Not sure if this is any use, but a while back i was trying to understand the use of moving an object along a bezier curve (typically a rocket/missile), this example that someone fixed for me may be useful in plotting the points along the curve: https://love2d.org/forums/viewtopic.php?f=4&t=83825...