Search found 15 matches
- Wed Feb 08, 2012 5:15 pm
- Forum: Support and Development
- Topic: Efficient Image Drawing
- Replies: 10
- Views: 4372
Re: Efficient Image Drawing
What's your computer's hardware? I think some GPUs/drivers revert to software rendering when trying to draw an image with non power-of-two dimensions, rather than making it blank. Try using images with power of 2 dimensions, like 512x512 or 128x256 or whatever. I'm using the latest 0.8.0 build to g...
- Wed Feb 08, 2012 3:55 pm
- Forum: Support and Development
- Topic: Efficient Image Drawing
- Replies: 10
- Views: 4372
Re: Efficient Image Drawing
Ok, just wanted to check to make sure I hadn't done anything horrifically bad.tentus wrote:Yeah, nothing in that code looks like a problem. Odds are its the machine then.
Thanks for the quick response
- Wed Feb 08, 2012 3:49 pm
- Forum: Support and Development
- Topic: Efficient Image Drawing
- Replies: 10
- Views: 4372
Re: Efficient Image Drawing
A couple things in how you worded that have me worded. You you post an example of what you're doing? Draw a handful of images shouldn't immediately devastate your FPS, spritesheets or not. The images combined are probably rendering to 80% of the screen at once if that makes a difference? Tbh, the P...
- Wed Feb 08, 2012 3:36 pm
- Forum: Support and Development
- Topic: Efficient Image Drawing
- Replies: 10
- Views: 4372
Efficient Image Drawing
Hey, I'm writing a fairly simple game however on older PCs (without OpenGL) there is a significant drop in FPS when drawing images. For example I am drawing clouds in a similar way to the LOVE demos. I changed the clouds to use a sprite sheet which has made the fps better though I have multiple imag...
- Thu Jan 12, 2012 4:45 pm
- Forum: Support and Development
- Topic: Distribution
- Replies: 36
- Views: 16805
Re: Distribution
Ahh, thanks very much
- Wed Jan 11, 2012 6:26 pm
- Forum: Support and Development
- Topic: Distribution
- Replies: 36
- Views: 16805
Re: Distribution
My LOVE friend code is: 15515515-516551564-5462131884-51877116512-86421212@@@##--54115A2115454 Oh god, Nintendo had such a good idea and ruined it in one massive fail of a multi-player system. No, I'd never auto chose opponents :P Regarding the "chose who you play with" thing, yeah thats ...
- Wed Jan 11, 2012 5:20 pm
- Forum: Support and Development
- Topic: Distribution
- Replies: 36
- Views: 16805
Re: Distribution
I totally agree that the game is more important than the security, however before I commit myself to spending time on making said game I want to make sure its possible to do what I want to do. There are even games where the whole point of the game is cheating. (I don't recall a computer game with su...
- Wed Jan 11, 2012 4:25 pm
- Forum: Support and Development
- Topic: Distribution
- Replies: 36
- Views: 16805
Re: Distribution
I realise LOVE isn't there to 'hold my hand', I'm asking for ideas to at least deter cheating. To confirm then: 1) LuaC 32 bit binaries work on any other 32 bit system, including windows/linux/mac. 2) LuaC 64 bit binaries work on any other 64 bit system, including windows/linux/mac. 3) Hashing is ea...
- Wed Jan 11, 2012 3:51 pm
- Forum: Support and Development
- Topic: Distribution
- Replies: 36
- Views: 16805
Re: Distribution
The thing with fighting cheaters, like with all computer security I'm following the course Digital Security, it's awesome : security is a trade-off. If you want to be more secure (and you can never be perfectly secure), you will have to pay something else: memory, time, user-friendliness, other typ...
- Tue Jan 10, 2012 5:38 pm
- Forum: Support and Development
- Topic: Distribution
- Replies: 36
- Views: 16805
Re: Distribution
I don't really get this. If most of the work is done server side, that puts less strain on the player's computer. And that's what matters, isn't it? The ones hosting servers can worry about having a powerful enough computer. What I'd worry about in that case is connection speeds. Depending on what ...