Search found 29 matches

by Froyok
Thu May 30, 2024 7:09 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1799
Views: 1642535

Re: What's everyone working on? (tigsource inspired)

Thx ! :ultraglee:
zingo wrote: Thu May 30, 2024 10:21 am because building a full 3d game looks so...mind-boggling complicated :shock:
I won't lie: it's not easy !
I'm trying to keep the complexity down. I know well enough I won't beat Unity or Unreal, so I'm tailoring the engine (and the project I will built on it) carefully.
by Froyok
Sun May 26, 2024 12:21 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1799
Views: 1642535

Re: What's everyone working on? (tigsource inspired)

It has been a while since I posted in here. I have been working for more than a year on my own 3D game engine (named "Ombre"), built on top of Löve. :nyu: Rough overview of the features I have currently: Dynamic lights (point, spot and directional light) all with casting shadows (via shado...
by Froyok
Tue Jan 17, 2023 3:21 am
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 5153

Re: Puzzled by a potential memory leak

Alright so after reading a bit more about LUA garbage collector ( here and here ), I got confirmation that by default the GC runs when the memory double, which explains the behavior I saw. I ended up going with Batteries manual_gc.lua code to solve my problem: https://github.com/1bardesign/batteries...
by Froyok
Mon Jan 16, 2023 10:29 pm
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 5153

Re: Puzzled by a potential memory leak

Okay so after playing a bit with more stuff, I think I have a better understanding of what is happening: The more memory I consume, the higher lua garbage collection threshold seems to be. ImGui generate garbage each frame, likely related to its drawing. On a small initial memory footprint imgui mem...
by Froyok
Mon Jan 16, 2023 10:10 pm
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 5153

Puzzled by a potential memory leak

Hi folks ! I'm puzzled by the behavior of Love, or more precisely lua, on my current game. I have noticed a memory leak in my project, which can be fixed my running the garbage collector manually. To describe the issue: when I load meshes for my custom 3D project, then run Dear ImGui (via cimgui ) t...
by Froyok
Thu Jan 12, 2023 1:26 am
Forum: Libraries and Tools
Topic: OpenGL events in Love for RenderDoc
Replies: 8
Views: 8144

Re: OpenGL events in Love for RenderDoc

Time has passed, and with the help of Sasha I refined my original code (which wasn't working on Windows and was bothering me). The new snippet below now works on both Linux and Windows. (No idea about Mac since I cannot test it myself.) The main difference is that I now wrapped a bit better the code...
by Froyok
Sun Jul 31, 2022 8:24 am
Forum: Support and Development
Topic: libGL error on Manjaro
Replies: 2
Views: 2027

Re: libGL error on Manjaro

Latest version of Love is 11.4, so its looks like the package you got is a bit old. Have you tried the AppImage instead ? You can download it here: https://github.com/love2d/love/releases/tag/11.4 Also, it might help it you could paste here the output of glxinfo so that we know a bit better about yo...
by Froyok
Wed Jun 15, 2022 6:24 pm
Forum: Support and Development
Topic: Puzzled about alpha blending in Canvas
Replies: 5
Views: 2350

Re: Puzzled about alpha blending in Canvas

There is no problem on Love side, it's an issue in Tiled (which I thought was right initially). :) My shadow are too dark because of the sRGB blending (so I opened a github issue for them). Here is a more simple example of the issue: Y0615_143036.png This image shows three states: - Bottom half is m...
by Froyok
Wed Jun 15, 2022 9:30 am
Forum: Support and Development
Topic: Puzzled about alpha blending in Canvas
Replies: 5
Views: 2350

Re: Puzzled about alpha blending in Canvas

So it's not just a pure content problem. I have looked a bit more into it, I think it's a combination of several issues. On my side, I was also doing pre-multiplied alpha in my original image, so I fixed that. Tiled is also blending images in sRGB space, while I use instead Linear sRGB. So you don't...
by Froyok
Tue Jun 14, 2022 11:00 pm
Forum: Support and Development
Topic: Puzzled about alpha blending in Canvas
Replies: 5
Views: 2350

Re: Puzzled about alpha blending in Canvas

Ha well, I'm an idiot.

Issue is not on rendering side but on content side.
Tiled uses my PNG source image while in-game I use the DDS version, which wasn't in sync. :death: