Search found 39 matches
- Sat Sep 03, 2011 11:56 pm
- Forum: Support and Development
- Topic: Texture size, SpriteBatches, Quads, and PO2
- Replies: 1
- Views: 2414
Texture size, SpriteBatches, Quads, and PO2
For my current project I just implemented a simple system to create texture atlases on the fly so as to hopefully generate some performance improvements via SpriteBatches + Quads. I could "pre-cook" the atlases manually but I wanted the ease and flexibility of being able to switch textures...
- Mon Jul 04, 2011 6:46 pm
- Forum: Games and Creations
- Topic: Eternity
- Replies: 42
- Views: 22163
Re: Eternity
Any chance the "Robot Slaves" could be turned into "Robot Löve Slaves"? Because lets face it, space is lonely.
- Mon Jul 04, 2011 4:40 am
- Forum: Support and Development
- Topic: Strange Performance Issues
- Replies: 4
- Views: 4754
Re: Strange Performance Issues
My point is that don't be too surprised by a massive frame drop when you're fps is at 700. It will take you a while to chisel that down to below 60. I understand what you are saying, and you are certainly correct that the first couple objects are the biggest hits to performance, and adding more is ...
- Sun Jul 03, 2011 10:45 pm
- Forum: Support and Development
- Topic: Strange Performance Issues
- Replies: 4
- Views: 4754
Strange Performance Issues
I've got some strange performance issues that I wanted to see if others were getting. Now this is running on a laptop video card, but one of the newer ones (Intel 4500MHD). On this computer I can play this... http://riot-web-static.s3.amazonaws.com/media/screens/19.JPG (game called League of Legends...
- Mon Mar 14, 2011 12:46 am
- Forum: Support and Development
- Topic: Problem overriding love.graphics.print
- Replies: 11
- Views: 5991
Re: Problem overriding love.graphics.print
That's an horrible idea though. I would not recommend doing that. If you need that extra functionality, just add a new function. You don't even need to define it inside the love.graphics namespace. I would suggest not to redefine any API functions I agree. Well that is certainly interesting. I wond...
- Sun Mar 13, 2011 9:20 pm
- Forum: Support and Development
- Topic: Problem overriding love.graphics.print
- Replies: 11
- Views: 5991
Re: Problem overriding love.graphics.print
Scale & translate both only last until love.draw() exits, so you have to call them every time you call love.draw().BlackBulletIV wrote: I think should only need to call love.graphics.scale once, in love.load or something. But, I might be wrong.
- Sun Mar 13, 2011 8:51 pm
- Forum: Support and Development
- Topic: Problem overriding love.graphics.print
- Replies: 11
- Views: 5991
Re: Problem overriding love.graphics.print
This might sound silly but try putting the print function before draw this might be wrong but I had a problem just link this in a standard lua function when calling functions like you are maybe it will work maybe not but at lest its a try ? Yeah I messed around with positioning a bit myself, it doe...
- Sun Mar 13, 2011 8:42 pm
- Forum: Support and Development
- Topic: Problem overriding love.graphics.print
- Replies: 11
- Views: 5991
Problem overriding love.graphics.print
This scales properly: love.graphics.oldPrint = love.graphics.print function love.draw() love.graphics.scale(2, 2) love.graphics.print("Hardcore LOVE", 1, 1) end function love.graphics.print(text, x, y) love.graphics.oldPrint(text, x, y) end This doesn't (only the position of love.graphics....
- Tue Nov 16, 2010 1:12 am
- Forum: General
- Topic: Quick Lua math question
- Replies: 47
- Views: 13759
Re: Quick Lua math question
This is apparently already solved, but for what it is worth I had a similar problem while designing a random dungeon generator in Love. The solution that worked well for me was the following: math.randomseed(os.time() + love.timer.getTime()) Using os.time() by itself as the seed would often recreate...
- Tue Nov 02, 2010 10:39 pm
- Forum: Games and Creations
- Topic: Unnamed Space RTS
- Replies: 13
- Views: 10578
Re: Unnamed Space RTS
A developer would have to confirm this, but I believe Love networking is based on LuaSockets which is actually written in C then linked into Lua. So the actual time critical stuff is C based.
RakNet is cool though (though it has commercial limitations).
RakNet is cool though (though it has commercial limitations).