Thanks, I know this.
Unfortunately, this still doesn't answer what's the "right" way in Love2D to work with non-pixel scene units.
Search found 8 matches
- Mon Feb 26, 2018 9:26 pm
- Forum: Support and Development
- Topic: Quads, sprites and coordinate systems
- Replies: 7
- Views: 6301
- Mon Feb 26, 2018 5:46 pm
- Forum: Support and Development
- Topic: Quads, sprites and coordinate systems
- Replies: 7
- Views: 6301
Re: Quads, sprites and coordinate systems
Thanks for your time
Although samples you provided prove that quads were designed to work with pixel-based units. Meshes may be an option though, especially for static tile grids.
Although samples you provided prove that quads were designed to work with pixel-based units. Meshes may be an option though, especially for static tile grids.
- Mon Feb 26, 2018 10:38 am
- Forum: Support and Development
- Topic: Quads, sprites and coordinate systems
- Replies: 7
- Views: 6301
Re: Quads, sprites and coordinate systems
Hi, Thanks for your response I'm trying to do something opposite: c_unitPixels = 64 -- Scene transformation and scale applied each frame g_sceneTrans = { 0, 0 } g_sceneScale = { 0, 0 } function love.resize(wx, wy) -- Recalculate scene coordinate system g_sceneTrans[1] = wx / 2 g_sceneTrans[2] = wy /...
- Sun Feb 25, 2018 9:51 pm
- Forum: Support and Development
- Topic: Quads, sprites and coordinate systems
- Replies: 7
- Views: 6301
Quads, sprites and coordinate systems
Hello, Making my first steps in Love2D, I tried to make simple top-down maze walker. What I hit very quickly were some specifics of engine's rendering coordinate systems. In particular, I tried to change default draw coordinate system such that width or height of one square tile is exactly 1 unit. N...
- Fri Apr 27, 2012 7:10 pm
- Forum: Support and Development
- Topic: System design: explicit refcounting
- Replies: 2
- Views: 1580
Re: System design: explicit refcounting
Sad things you say. I've managed to write and test to some degree passing complex types between threads, including parameter/result tuples. Okay, I'll post a pull request for you to take anything you find suitable. BTW, could you please point out what parts of thread module will be re-done, so I won...
- Fri Apr 27, 2012 5:08 pm
- Forum: Support and Development
- Topic: System design: explicit refcounting
- Replies: 2
- Views: 1580
System design: explicit refcounting
Hi! My question is mostly to developers. Is the current scheme with explicit retain-release a strict design solution and won't be changed? I mean, do pull requests with code tending to use value semantics need to be rewritten to on-heap object management? In particular, I'm currently writing enhance...
- Sun Apr 08, 2012 5:31 pm
- Forum: Support and Development
- Topic: Cross-platform threading, smartptrs, etc.
- Replies: 0
- Views: 1494
Cross-platform threading, smartptrs, etc.
Hi! I'm now trying to implement tuple and table marshalling for thread messages. Looked at code, I have a small question: why no existing subj was used, at example Boost, which also has several useful things like smart pointers etc.? Don't take me wrong, I'm not trying to start additional holywar. I...
- Thu Apr 05, 2012 7:23 pm
- Forum: Support and Development
- Topic: love.thread data marshalling
- Replies: 2
- Views: 1876
love.thread data marshalling
Hi! I'm wondering how data is marshalled between threads in Love2D. At example, can I load image on side thread, then construct set of quads over it, then pack them into sprite batch (according to level layout), and finally pass all this stuff to main thread in a single message? Will Love2D properly...