Search found 9 matches
- Wed Oct 05, 2011 5:28 pm
- Forum: Support and Development
- Topic: Modifying/Generating streaming Sound Data
- Replies: 3
- Views: 2804
Re: Modifying/Generating streaming Sound Data
shameless bump, my last attempt!
- Thu Sep 01, 2011 5:05 pm
- Forum: Support and Development
- Topic: [Solved] Offset turret help
- Replies: 13
- Views: 10501
Re: Offset turret help
does anyone know how I could create a function or something out of this so that it could be easily applied to many objects? Yeah, look into Scene Graphs. That is the canonical solution to the problem of having groups of objects that need to move and rotate with each other, while giving you the abil...
- Tue Aug 30, 2011 2:10 am
- Forum: Support and Development
- Topic: Modifying/Generating streaming Sound Data
- Replies: 3
- Views: 2804
Modifying/Generating streaming Sound Data
So i've been playing around with audio synthesis in love/lua. I'm very pleased with how its turning out. I'm able to compose various functions to create a 'synth definition' with a main function f(t). I can then sample f(t) for N seconds using love.sound.newSoundData(), and then play back the create...
- Fri Aug 12, 2011 5:33 pm
- Forum: Support and Development
- Topic: Drawing a large number of individual pixels per frame
- Replies: 23
- Views: 12080
Re: Drawing a large number of individual pixels per frame
Are you generating the framebuffer on every frame, by any chance? I am, because I'm looking for a solution where I can dynamically display the map. However I suppose what I can do is only call newPoint on the framebuffer when a tile's data changes. Thanks for all the suggestions, I will profile thi...
- Thu Aug 11, 2011 9:19 pm
- Forum: General
- Topic: Lua Performance Tips
- Replies: 39
- Views: 23460
Re: Lua Performance Tips
LuaProfiler works for me fine when i use my system Lua (5.1), but when I include it in a love script, i get the following: Error: error loading module 'profiler' from file '/usr/local/lib/lua/5.1/profiler.so': dlopen(/usr/local/lib/lua/5.1/profiler.so, 2): no suitable image found. Did find: /usr/loc...
- Thu Aug 11, 2011 7:27 pm
- Forum: Support and Development
- Topic: Drawing a large number of individual pixels per frame
- Replies: 23
- Views: 12080
Re: Drawing a large number of individual pixels per frame
Are you generating the framebuffer on every frame, by any chance? I am, because I'm looking for a solution where I can dynamically display the map. However I suppose what I can do is only call newPoint on the framebuffer when a tile's data changes. Thanks for all the suggestions, I will profile thi...
- Thu Aug 11, 2011 7:24 am
- Forum: Support and Development
- Topic: Drawing a large number of individual pixels per frame
- Replies: 23
- Views: 12080
Re: Drawing a large number of individual pixels per frame
Like i said, tried using a framebuffer, but I still think the overhead is with the large number of love.graphics.point() calls. It barely improved my performance. Haven't tried manipulating ImageData directly, but will do that tomorrow.
- Thu Aug 11, 2011 5:12 am
- Forum: Support and Development
- Topic: Drawing a large number of individual pixels per frame
- Replies: 23
- Views: 12080
Drawing a large number of individual pixels per frame
Hey guys, I'm currently working on implementing some procedural cave generation systems in Love2D. The map is being represented by a 256x256 array of tiles -- that is, 65000 number values cooresponding to tile types. In a game setting, theres no way I'd be drawing all of these tiles on the screen at...
- Wed May 11, 2011 8:54 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1723250
Re: What's everyone working on? (tigsource inspired)
Ivan, that 8-bit commando game looks really awesome. Can't wait to see what its like when its finished. I'm working on a sort of space game, although I'm not sure how it will turn out quite yet. Right now a friend (artist) and I are working on a system with modular textures to generate hundreds of u...