Search found 17 matches
- Sat Jun 28, 2014 10:46 am
- Forum: Support and Development
- Topic: Odd lag in Windows 8/8.1
- Replies: 10
- Views: 7601
Re: Odd lag in Windows 8/8.1
Running 60 fps with no problems on Windows 8, without the 8.1 update.
- Tue Jun 10, 2014 9:19 pm
- Forum: Support and Development
- Topic: Efficiently drawing pixels
- Replies: 6
- Views: 3720
Re: Efficiently drawing pixels
So I managed to drastically improve fps by using the quad method. I can't exactly see how I would use that for the floors and ceilings, however. That must be a challenge for another day. Jasoco, do you by any chance have the source for that lying around? The thing with canvases sounds pretty interes...
- Tue Jun 10, 2014 5:57 pm
- Forum: Support and Development
- Topic: Efficiently drawing pixels
- Replies: 6
- Views: 3720
Re: Efficiently drawing pixels
Hmm, I am not quite sure how I would go about doing this with a shader. I have always thought of shaders as something I use to add effects to my game. I looked up shaders in the wiki, but I am not any closer to a solution. Can you point me to a good resource for shaders, or alternatively show how I ...
- Tue Jun 10, 2014 5:29 pm
- Forum: General
- Topic: Quick easy Git for noobs
- Replies: 2
- Views: 2464
Re: Quick easy Git for noobs
If you want to dive deeper then http://git-scm.com/book is free and reportedly really good.
- Sun Jun 08, 2014 10:18 pm
- Forum: General
- Topic: Collaborative Coding Horror Experiment
- Replies: 19
- Views: 8367
Re: Collaborative Coding Horror Experiment
Great idea! I will start with something simple. Player is now repositioned upon left mouse click! Change: function love.mousepressed(x,y,button) if button == "l" then player = Player(x, y) end end Full code: --Collaborative Coding Horror Experiment --Commit 2 function love.load() player = ...
- Sun Jun 08, 2014 1:39 pm
- Forum: Support and Development
- Topic: Efficiently drawing pixels
- Replies: 6
- Views: 3720
Efficiently drawing pixels
I'm in the process of coding a simple raycaster, and so far the performance is horrenderous. I believe this might be due to the fact that I am drawing the pixels to the screen one at a time. I tried using the canvas, but it really didn't help (maybe I was using it wrong?). Should I be using a canvas...
- Wed Jun 04, 2014 7:43 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1799
- Views: 1695744
Re: What's everyone working on? (tigsource inspired)
I just started playing around with ray casting. So far, I have ported the code from first port of this tutorial http://lodev.org/cgtutor/raycasting.html . The code is here: https://github.com/christiankolding/love2d-raycaster . https://love2d.org/imgmirrur/RYeVszo.png Hopefully it will soon get a lo...
- Mon May 19, 2014 11:49 am
- Forum: Libraries and Tools
- Topic: Random dungeon generator
- Replies: 10
- Views: 12055
Re: Random dungeon generator
@Jasoco: Yep, that's sort of what I am doing now - but I think I can implement it in a much more efficient way, if I store the positions of the existing items, instead of checking for neighbours. @Lap: Thanks. I am sort of impressed by how good they actually look, since I don't really know how to pr...
- Sat May 17, 2014 8:24 pm
- Forum: Libraries and Tools
- Topic: LÖVE, Eh?
- Replies: 15
- Views: 5412
Re: LÖVE, Eh?
I take it you mean,jjmafiae wrote:is this a joke?
"This is a joke, eh?"
- Sat May 17, 2014 5:13 pm
- Forum: Libraries and Tools
- Topic: Random dungeon generator
- Replies: 10
- Views: 12055
Re: Random dungeon generator
Right, that sounds like a simple and effective way to do it. Is your project open-source so I can check out your code?