Search found 78 matches
- Tue Apr 06, 2010 2:34 am
- Forum: General
- Topic: LOVE Critical Development Suggestions and Comparision.
- Replies: 7
- Views: 6809
Re: LOVE Critical Development Suggestions and Comparision.
I'm sorry, but I don't agree with the first two points. A scenemanager for a 2D game seems overkill. What reasons are there to use it on the first place? The performance gain isn't so big once you take into account the time it takes to interchange data between C++ and Lua. I'd rather have (several)...
- Mon Apr 05, 2010 5:01 am
- Forum: General
- Topic: LOVE Critical Development Suggestions and Comparision.
- Replies: 7
- Views: 6809
LOVE Critical Development Suggestions and Comparision.
I'll make this short. There are some things the absolutely have to be added to the engine before it can ever reach v 1.0.0. I'm not sure if the dev team is aware of this or not, but I want to throw it down here for good measure. I will be taking a look at the LOVE source to make efforts towards impl...
- Sun Aug 02, 2009 8:18 am
- Forum: Support and Development
- Topic: What exactly are Locals?
- Replies: 10
- Views: 7483
Re: What exactly are Locals?
@Robin - Its faster because accessing globals requires lua to use the hash-lookup algorithm on the global table correct?
- Sun Aug 02, 2009 8:05 am
- Forum: Support and Development
- Topic: Questions about Lua Optimization
- Replies: 4
- Views: 5731
Re: Questions about Lua Optimization
Thanks for the replies, its good to get some more opinions.
Not at all, what if the string contains an entire file? Say 10kb? It would be far less trivial then.Kuromeku wrote:That is very trivial optimisation.
- Sun Aug 02, 2009 7:51 am
- Forum: Support and Development
- Topic: What exactly are Locals?
- Replies: 10
- Views: 7483
Re: What exactly are Locals?
Man, how can you use lua and not know what local variable is XD? Usually you only use local variables when you only need to store something temporarily. If you always use globals, not only will you be cluttering the global namespace (meaning there will be a lot of variable name conflicts), you are a...
- Thu Jul 30, 2009 3:14 pm
- Forum: Support and Development
- Topic: Questions about Lua Optimization
- Replies: 4
- Views: 5731
Questions about Lua Optimization
Before you consider this question , understand I am asking in the pure sense of optimization and runtime execution time, disregard the value of readibility or modular code because I understand the uses of both I just want to understand something about speed. Question 1: Is it faster to execute a fu...
- Wed Jul 29, 2009 9:08 pm
- Forum: General
- Topic: Bootstap Script
- Replies: 8
- Views: 9742
Re: Bootstap Script
Yeah, I really wish rude or someone would flatten the name spaces, honestly I don't see why there has to be love.*, I think it should be graphics.*, filesystem.*, ect. I made a class/deriving engine on my own without referencing anything other than my experience with C++. I'm a freak when it comes t...
- Thu Jul 23, 2009 1:31 am
- Forum: General
- Topic: Where do you check for keyboard input
- Replies: 16
- Views: 14677
Re: Where do you check for keyboard input
The piece you quoted doesn't have anything to do with this particular situation. It has everything to do with this situation. You're comparing a method where you are doing a lua loop every update (roughly every frame, not quite but close), with a method that is called from C/C++. The callback is on...
- Thu Jul 23, 2009 1:09 am
- Forum: Support and Development
- Topic: Almost have my own library to use with LOVE! Help needed.
- Replies: 18
- Views: 12712
Re: Almost have my own library to use with LOVE! Help needed.
It's still a good idea to at least take in mind cross-platform capability when writing C++ code and try to be portable, even if you can't tell if it works. Just so when someone comes along and makes it work for other platforms they will have an easier time. I'm too noobish to even know how to make ...
- Mon Jul 20, 2009 5:41 pm
- Forum: Libraries and Tools
- Topic: Windy Morning
- Replies: 9
- Views: 10736
Re: Windy Morning
Wow dude! no doubt awesome, parrallex scrolling is the way to go for side scrolling games. Totally adding similar functionality to my engine.