Search found 124 matches
- Sun Jan 16, 2022 8:38 am
- Forum: Support and Development
- Topic: Sending 1D depthbuffer to a shader
- Replies: 4
- Views: 3893
Re: Sending 1D depthbuffer to a shader
You could use a texture, store your distances in it's pixels and then sample the value using your x-coordinate in your shader.
- Sat Dec 18, 2021 2:21 pm
- Forum: General
- Topic: Beginner friendly book about Lua?
- Replies: 30
- Views: 21351
Re: Beginner friendly book about Lua?
Maybe the Lua Gems book might be worth a look? It's a bit old but as LuaJIT is based on 5.1 it's a decent fit (and even though some details may have changed, Lua, as a language hasn't changed that much since version 5.
https://www.lua.org/gems/
https://www.lua.org/gems/sample.pdf
https://www.lua.org/gems/
https://www.lua.org/gems/sample.pdf
- Wed Dec 15, 2021 12:30 am
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 516132
Re: Groverburger's 3D Engine (g3d) v1.4 Release
That's because of the depth buffer - the frontmost tree is rendered before the obscured behind it and, even for fully transparent pixels, depth value is written to the depth buffer. Pixels rendered behind that tree, even in the transparent area, will be discarded based on their depth. What you need...
- Tue Dec 14, 2021 2:00 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 516132
Re: Groverburger's 3D Engine (g3d) v1.4 Release
That's because of the depth buffer - the frontmost tree is rendered before the obscured behind it and, even for fully transparent pixels, depth value is written to the depth buffer. Pixels rendered behind that tree, even in the transparent area, will be discarded based on their depth. What you need ...
- Fri Jul 02, 2021 12:40 pm
- Forum: General
- Topic: Best practices and things you'd like changed about Love2D
- Replies: 47
- Views: 59682
Re: Best practices and things you'd like changed about Love2D
Just replace the function with one using the parameters you prefer local lg_rectangle = love.graphics.rectangle love.graphics.rectangle = function( mode, x, y, width, height, color ) if color then local cur_r, cur_g, cur_b, cur_a = love.graphics.getColor() love.graphics.setColor( color ) lg_rectangl...
- Sun Jun 06, 2021 9:09 am
- Forum: Support and Development
- Topic: Read files outside of love or project directory
- Replies: 14
- Views: 15653
Re: Read files outside of love or project directory
I'd use nativefs so you can load your images/data from wherever you want to. You actually can even use the regular Lua io module as long as you know the files you want to load and don't need any directory operations (like get the list of files in a directory) as Lua io has no support or even concept...
- Fri Jan 15, 2021 9:23 am
- Forum: Libraries and Tools
- Topic: Let's Make Useful LOVE2D Extensions For Coders!
- Replies: 3
- Views: 8712
- Sun Jan 03, 2021 12:43 pm
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50861
Re: Optimization Stuff
That's primarily a question of memory and also how big is big enough (there's only so much interesting content you can create with a team of two). I think the bigger maps in the campaigns will be around 128x128, I also did tests with 256x256 without a problem, so maybe some of that scale will be add...
- Sun Jan 03, 2021 9:57 am
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50861
Re: Optimization Stuff
For you what is an example of a reasonably scaled game ? Something with multiple entities pathfinding on a large map, for example. Complex computation being done continuously. I guess Pacman is the minimal example to qualify, but even that's stretching. I'm working on a city builder in the style of...
- Mon Aug 17, 2020 7:09 am
- Forum: Games and Creations
- Topic: Fast 2D mesh animation
- Replies: 16
- Views: 21111
Re: Fast 2D mesh animation
This looks really cool - any plans to turn it into a kind of small module somehow and/or document how you did the exporter for Blender? I thought about doing some kind of multilayered mesh animations for short/simple cut scenes (mission briefings etc.) in our game using Spine as an editor but Blende...