Search found 10 matches
- Wed Nov 16, 2016 1:02 pm
- Forum: Libraries and Tools
- Topic: ShimakazeDet V0.1 - Detect beats in music
- Replies: 4
- Views: 3092
Re: ShimakazeDet V0.1 - Detect beats in music
Sorry, I found it a bit confusing that the main files don't have a license or copyright statement stated and the license file has the copyright statement of a different forum member. Anyway, here are x86 and x64 Linux binaries. To make them work, modify the require statement in SDetector.lua as fol...
- Tue Nov 15, 2016 1:31 am
- Forum: Libraries and Tools
- Topic: ShimakazeDet V0.1 - Detect beats in music
- Replies: 4
- Views: 3092
Re: ShimakazeDet V0.1 - Detect beats in music
MIT license. it's in the pack.pgimeno wrote:Sweet! What's the license?
- Mon Nov 14, 2016 9:37 am
- Forum: Libraries and Tools
- Topic: ShimakazeDet V0.1 - Detect beats in music
- Replies: 4
- Views: 3092
ShimakazeDet V0.1 - Detect beats in music
Hello everyone! I was thinking about detecting beats which will enable players to use their own music to play ryhthm games. I decided to use BeatDetektor because of its good performace of detecting bpm. However, the beats are not detected so precisely as I expected, while the bpm is almost accurate....
- Sat Nov 12, 2016 2:45 am
- Forum: Support and Development
- Topic: [Solved] Failed to import dll in LOVE
- Replies: 13
- Views: 7575
Re: Failed to import dll in LOVE
Thank you! LOVE works when I compile my codes in C.raidho36 wrote:That's one option, the other is to wrap C++ code with plain C functions and use "extern C" in DLL declaration.
(Although I still don't quite understand what caused the problem)
- Sat Nov 12, 2016 2:33 am
- Forum: Support and Development
- Topic: [Solved] Failed to import dll in LOVE
- Replies: 13
- Views: 7575
Re: Failed to import dll in LOVE
You can't really use a C++ library that was built with a different compiler than the main executable, due to name mangling and all the other fun C++ stuff. You should instead use C wrapping, as it is was done for long time now. This wouldn't have been an issue had C++ standard these things properly...
- Fri Nov 11, 2016 3:09 pm
- Forum: Support and Development
- Topic: [Solved] Failed to import dll in LOVE
- Replies: 13
- Views: 7575
Re: Failed to import dll in LOVE
no, it should be working like that. If it's not the Lua Version, it's probably an 32/64bit problem. Your lua.h and lua5.1.lib are probably 32 bit if they are in Program Files x86, and I suppose your love.exe is in "regular" Program Files and x64? you need to make sure they are either both...
- Fri Nov 11, 2016 2:50 pm
- Forum: Support and Development
- Topic: [Solved] Failed to import dll in LOVE
- Replies: 13
- Views: 7575
Re: Failed to import dll in LOVE
(Sorry I'm not a native speaker of English) I wrote a dll file in C++ and tried to import it in LOVE, using require("TestDll") however, LOVE exited very quickly without any error message. But if I simply run it in lua instead of LOVE, require("TestDll") ss.sayHello() It executed...
- Fri Nov 11, 2016 2:29 pm
- Forum: Support and Development
- Topic: [Solved] Failed to import dll in LOVE
- Replies: 13
- Views: 7575
[Solved] Failed to import dll in LOVE
(Sorry I'm not a native speaker of English) I wrote a dll file in C++ and tried to import it in LOVE, using require("TestDll") however, LOVE exited very quickly without any error message. But if I simply run it in lua instead of LOVE, require("TestDll") ss.sayHello() It executed ...
- Fri Oct 07, 2016 9:55 am
- Forum: Support and Development
- Topic: How can I release memory that an image takes?
- Replies: 3
- Views: 3493
Re: How can I release memory that an image takes?
Normally Lua, takes care of it. I mean the garbage collector does. You can help him by assigning nil to the reference which points to the image loaded. I mean, when the asset loaded is no longer used, assign nil to it. In that way, you are tagging this element so that the gabage collector, when it ...
- Fri Oct 07, 2016 8:12 am
- Forum: Support and Development
- Topic: How can I release memory that an image takes?
- Replies: 3
- Views: 3493
How can I release memory that an image takes?
If I use love.graphics.newImage("asset/logo.png") how can I release the memory after this image is no longer used? I have to load lots of images, and I can't load them all at a time, as they are too large. However, only about ten images will appear at one scene, so I wonder if I could rele...