Search found 24 matches
- Wed Apr 28, 2021 6:04 pm
- Forum: Support and Development
- Topic: Pixilated circle
- Replies: 13
- Views: 12370
Re: Pixilated circle
I am curious: why do you want it to be one pixel and then scaled up? Normally you would just provide different arguments to love.graphics.circle: -- from docs love.graphics.circle( mode, x, y, radius ) --example love.graphics.circle("fill", 100, 100, [change this value]) But you probably a...
- Thu Jan 21, 2021 5:55 pm
- Forum: Support and Development
- Topic: Circular collisions with PNGs
- Replies: 4
- Views: 7375
Re: Circular collisions with PNGs
you could see it if you draw the collision circles -- ( in love.draw() ) -- love.graphics.circle( mode, x, y, radius ) love.graphics.setColor(0, 0.3, 0.2, 0.3) -- transparent yellowish love.graphics.circle('line', x, y, radius) love.graphics.setColor(1, 1, 1, 1) -- set the color back to normal after...
- Sun Dec 27, 2020 3:46 am
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50867
Re: Optimization Stuff
Developers being "lazy" is hardly anything new. Games like the original Doom pushed the limits of the available systems at the time, and yet they had parts of the code that wasn't "as optimized as possible" simply because they didn't need to be. (If I remember correctly, the ass...
- Sat Dec 26, 2020 10:39 pm
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50867
Re: Optimization Stuff
If you don't learn to deal with it, you'll hit a performance ceiling sooner or later. I don't think knowledge is the problem - I would say it's a pretty safe bet that most everyone in this thread knows C/C++, and that we make games with Lua because we choose to. Would you not hit a performance ceil...
- Sat Dec 26, 2020 2:59 pm
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50867
Re: Optimization Stuff
It's nearly impossible to produce zero garbage in non-trivial interactive games. Does changing the amount of garbage significantly change the CPU use of the GC? I thought it used most of it's time 'mark and sweep'-ing through all of the tables in the game. I assume you cut down garbage by nil-ing s...
- Fri Dec 25, 2020 3:27 am
- Forum: Support and Development
- Topic: Do I need to worry about DTs greater than 1?
- Replies: 4
- Views: 4800
Re: Do I need to worry about DTs greater than 1?
It can be good to exclude long dt's because the dt just stacks up when certain things happen, for example if the window is grabbed and dragged. At the top of your update() function in your main.lua you could put: if dt > 0.075 then return end Then it'll simply ignore/not do frames with huge [dt]. It...
- Mon Dec 21, 2020 2:31 pm
- Forum: Libraries and Tools
- Topic: LuaPd - Real-time audio synthesis with Pd (Pure Data)
- Replies: 9
- Views: 17736
Re: LuaPd - Real-time audio synthesis with Pd (Pure Data)
This is so cool, great work! :awesome: I've been using Max/MSP /Pd for like 12 years so this is quite neat to see. It opens up possibilities of creating music production tools with Love as the GUI. I've also been considering using luasocket to communicate with SuperCollider, though the overhead of h...
- Fri Dec 18, 2020 1:37 am
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50867
Re: Optimization Stuff
Wow, that's so... easy! Thanks!
- Thu Dec 17, 2020 9:44 pm
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50867
Re: Optimization Stuff
Thanks, I got a little worried for a minute there. So If I can attach references wherever I want, if I wanted a piercing projectile to only damage each specific entity it hits only one time, could I add an array of references to entities it's already hit onto the projectile, and then compare to see ...
- Wed Dec 16, 2020 9:03 pm
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 50867
Re: Optimization Stuff
This makes sense to me, because I see how the garbage collector could get caught in a loop while making sure a table has no remaining references. I actually do this a TON in my project, makes everything pretty easy, and I can spawn in a few thousand entities (each one containing about 9 circularly l...