Search found 13 matches

by aes
Sun Nov 02, 2008 1:56 am
Forum: Support and Development
Topic: Switching colors in an existing image
Replies: 6
Views: 10500

Re: Switching colors in an existing image

I don't get it. If it's ok with one color per draw call, then love.graphics.setColorMode(love.color_modulate) does that.
by aes
Sun Nov 02, 2008 1:33 am
Forum: Support and Development
Topic: Opening files in zip files
Replies: 4
Views: 9655

Re: Opening files in zip files

I don't get it. Why would you want that? When packaged, löve files are already zips...? I don't see any advantage to having zips inside the main zip, or in an unpacked löve dir. :?
by aes
Sun Nov 02, 2008 1:24 am
Forum: General
Topic: Performance problem
Replies: 14
Views: 18835

Re: Performance problem

What happens is that OpenGL is emulated over X. (So it's no wonder performance sucks.) You need to look for an X backend for your hardware that does GL.

It's a classic gotcha. The perftest is still a good idea though.
by aes
Thu Oct 23, 2008 10:53 pm
Forum: Games and Creations
Topic: Sharing the Löve! Enjoy!
Replies: 1
Views: 9525

Sharing the Löve! Enjoy!

Hello, all! I was put off by LÖVE for quite a while, (from 0.2.1 until today actually) and I realized I had some things I should share.. The first is a (slightly) updated version of the charas/walkdemo that somehow never became a tutorial. The other is tentatively "Operation Hamster" and (...
by aes
Wed Apr 16, 2008 8:47 am
Forum: General
Topic: Tutorial requests and ideas
Replies: 79
Views: 106110

Re: Tutorial requests and ideas

Hehe, peeked at the code. Looks like you've built a nice little framework. So about input.context, do you do something like this somewhere? (code ...) I failed at finding this redirection in your code (didn't look very hard ;) ). (So close... keep reading) Like this! local dispatch dispatch = funct...
by aes
Sun Apr 13, 2008 1:58 pm
Forum: General
Topic: Tutorial requests and ideas
Replies: 79
Views: 106110

Re: Tutorial requests and ideas

Ok, I think I've worked out roughly how I'd like input to work, thought I'd share. It's like this: Bindings are collected in contexts, (since you'd like it to be modal) that are stacked. (so menus, minigames, &c needn't worry about where they were activated from) callbacks can have any amount of...
by aes
Sun Apr 06, 2008 3:10 pm
Forum: General
Topic: Tutorial requests and ideas
Replies: 79
Views: 106110

Re: Tutorial requests and ideas

Charas sprite character tutorial A person sprite walking around is a common component of games, so let's look at how you can get that with a minimum of fuss. (The easiest thing is of course to simply use the files from this demo, and I encourage you to do so, but let's take a closer look) Let's get ...
by aes
Sun Apr 06, 2008 11:24 am
Forum: General
Topic: Tutorial requests and ideas
Replies: 79
Views: 106110

Re: Tutorial requests and ideas

There are a gazillion implementations of OOP in lua. This, unfortunately, is part of the problem. Another part is that there's really no known way so far of getting it quite right. To see why, let's dissect my suggested version: obj = {} -- the ur-instance. needed, obviously function obj:new(o, ......
by aes
Sat Apr 05, 2008 6:41 pm
Forum: General
Topic: Tutorial requests and ideas
Replies: 79
Views: 106110

Re: Tutorial requests and ideas

I've been tinkering, and I've come to a disturbing conclusion: OO in Lua desperately needs a tutorial. Otherwise I'd'a been happy to show other nice things like scenegraph, (fancy name for hierarchy of objects in the world) input system, with stack (so you can enter/leave modes/menus) charas walking...
by aes
Sun Mar 30, 2008 11:02 am
Forum: General
Topic: Interface: primitives
Replies: 18
Views: 36523

Re: Interface: primitives

No problem. ^^ Yes, of course, but I was thinking of what happens after that. If you do glBegin() ... glEnd or glDrawArray. I'm thinking the right way to do it (later, much later) is to keep special vertex- and vertexarray classes to keep this tidy and speedy. But that's Premature Optimization, so ...