Search found 35 matches
- Fri May 13, 2016 9:13 pm
- Forum: Support and Development
- Topic: delay in love.run()
- Replies: 7
- Views: 19411
Re: delay in love.run()
Thanks for the insightfull explanation. I guess setting the OS specific sleep period makes all the difference. As it turns out I was using an outdated version of SDL2. Replaced it with the one from LÖVE and it works like a charm. I'm still not sure if the period will always result to exactly 1ms as ...
- Fri May 13, 2016 8:07 pm
- Forum: Support and Development
- Topic: delay in love.run()
- Replies: 7
- Views: 19411
Re: delay in love.run()
Sorry for bumping this old thread, but I guess it's the right place to post this, since it's even linked in the wiki. I got really interested in this explanation, as it obviously works for LÖVE even though it absolutely shouldn't (!). I played around with SDL a bit lately and ran into the same issue...
- Wed Jan 28, 2015 10:59 am
- Forum: Libraries and Tools
- Topic: [Library] DOMy - A DOM-like GUI framework
- Replies: 56
- Views: 36683
Re: [Request] Input on design spec of new GUI library
EDIT: Due to my inability to read the thread properly I've overlooked that a MVC (which is very similar to the proposed MVVM) is already a planned feature, which makes this post kind of obsolete. It can still be seen as an example how such a pattern could be realized. :huh: Hey everyone, this is qui...
- Sat Oct 18, 2014 8:20 pm
- Forum: Support and Development
- Topic: Best way to do a timer?
- Replies: 11
- Views: 13811
Re: Best way to do a timer?
Thats easy! Something like: function newTimer(time,callback) local expired = false local timer = {} function timer.update(dt) if time < 0 then expired = true callback() end time = time - dt end function timer.isExpired() return expired end return timer end function love.load() myTimer = newTimer(2 ,...
- Mon Sep 29, 2014 1:16 pm
- Forum: Games and Creations
- Topic: Match 3 demo
- Replies: 3
- Views: 4349
Re: Match 3 demo
This error is related to your graphics adapter. Especially many old Laptop/Netbooks don't support canvas. I usually avoud using canvas alltogether to maintian compatibility. There's almost always a way around canvasses. Anyway, the game plays quite nice it has the same addiction factor but it doesn'...
- Wed Sep 24, 2014 9:10 am
- Forum: Libraries and Tools
- Topic: An Isometric 3D Engine
- Replies: 8
- Views: 13190
Re: An Isometric 3D Engine
I experimented some more. The big advantadge of orthografic projection is that there is no perspective distortion. This means that once a mesh has been updated, it can be drawn mutliple times like a tile in a tileset. I also switched back to flat lightning. What you can do however is pre-render ligh...
- Sun Sep 21, 2014 8:31 pm
- Forum: Libraries and Tools
- Topic: An Isometric 3D Engine
- Replies: 8
- Views: 13190
Re: An Isometric 3D Engine
Made pseudo smooth shading work. Not really accurate but it does the job. Also made some tests with a Utah Teapot model. As you can see 1500 Tris are kind of the limit here, at least on my Netbook. I updated the demo. For some reason the love crashes for me when I try to change models. It works howe...
- Sun Sep 21, 2014 11:56 am
- Forum: Libraries and Tools
- Topic: An Isometric 3D Engine
- Replies: 8
- Views: 13190
Re: An Isometric 3D Engine
The main reason for orthographic projection is to avoid texture warping effects as love 2d only supports parametric (?) mapping. I could render this in a perspective view with a few lines of code but textures would look distorted like on some ps1 games. Im currently trying to speed up depth sorting ...
- Sat Sep 20, 2014 7:53 pm
- Forum: Libraries and Tools
- Topic: An Isometric 3D Engine
- Replies: 8
- Views: 13190
An Isometric 3D Engine
I usually don't post demos and experiments here. But this was so much fun todo, that I want to share it. I always thought Isometric 2d graphics were strangely compelling. The simplicity and the slightly artificial look really appealed to me. I especially like the look of early PS1 games which had an...
- Fri Aug 01, 2014 1:05 pm
- Forum: Support and Development
- Topic: Transformation Stack and SpriteBatch
- Replies: 0
- Views: 2215
Transformation Stack and SpriteBatch
Hey everyone, I'm working on a modular animation runtime for my game, similar to spine, spriter or anime studio (whose file format I'm currently parsing). Drawing these animations results in a high number of draw calls which can be really slow for many characters. Using a texture atlas and a spriteB...