Hey guys,
recently I made an exe of the game I'm working on at the moment, following the steps described in the wiki. It works fine on my pc, my laptop and my Dad's pc, all of which are running 32 bit windows vista. However when I brought it to my freind's place so he could try it out for me (on his 64 bit win7 pc), the game wouldn't start most of the time, and when it did it was very laggy and glitchy. It mainly seemed like the physics was glitching. Bodies were just randomly flying around the place for no reason.
I was wondering if there are any known issues with Love and 64 bit windows? I'm not using frame buffers which, as I've read in other posts, can cause problems on some pcs.
Thanks in advance for any replies
problem running an exe of my game on win7 64bit
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- Taehl
- Dreaming in associative arrays
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Re: problem running an exe of my game on win7 64bit
There are no issues with Win7 x64 (I, myself, use it). Could you describe your friend's hardware, please? Physics woes like that could be due to a big difference in framerate (possibly caused by a better/worse processors and/or graphics cards) coupled with uncareful coding techniques.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Re: problem running an exe of my game on win7 64bit
Tell him to update his graphics drivers.
Also, to minimize the physics spazzing out issue, add this in the top of your love.update:
Also, to minimize the physics spazzing out issue, add this in the top of your love.update:
Code: Select all
dt = math.min(dt, 0.1)
Re: problem running an exe of my game on win7 64bit
Or even better, use this function as love.run:thelinx wrote:Also, to minimize the physics spazzing out issue, add this in the top of your love.update:Code: Select all
dt = math.min(dt, 0.1)
Code: Select all
function love.run ()
-- these don't change, so we can make them local for faster access
local audio, graphics = love.audio, love.graphics
local event, timer = love.event, love.timer
-- Prepare stuff
if love.load then love.load(arg) end
local timestep = 1/240
local accumulator = 0
-- Set a reasonable FPS limit
local min_frame_time = 1/60
-- Main loop
while true do
-- Update the timer
if timer then
timer.step()
accumulator = accumulator + timer.getDelta()
end
-- Process events
if event then
for e, a, b, c in event.poll() do
if e == "q" then
if not love.quit or not love.quit() then
if audio then audio.stop() end
end
return
end
love.handlers[e](a, b, c)
end
end
-- Do the game mechanic
if love.update then
if timer then
while accumulator >= timestep do
love.update(timestep)
accumulator = accumulator - timestep
end
else
love.update(0)
end
end
-- Draw the graphics
if graphics then
graphics.clear()
if love.draw then love.draw() end
end
-- Wait for the end of this frame
if timer then
timer.step()
local work_time = timer.getDelta()
if work_time < min_frame_time then
timer.sleep((min_frame_time - work_time) * 1000)
end
accumulator = accumulator + work_time
end
-- Show the frame
if graphics then
graphics.present()
end
end
end
Re: problem running an exe of my game on win7 64bit
thanks for all the responses guys.
Rad3k: I added the code you mentioned and will get him to try it again. thanks for that
let you guys know how it goes.
Rad3k: I added the code you mentioned and will get him to try it again. thanks for that
let you guys know how it goes.
- slime
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Re: problem running an exe of my game on win7 64bit
love.timer.sleep isn't very accurate on some computers.Rad3k wrote:Or even better, use this function as love.run:Code: Select all
...
Re: problem running an exe of my game on win7 64bit
I've run into this problem, too. Do you know of a workaround (other than to just not use it)?slime wrote:love.timer.sleep isn't very accurate on some computers.
Re: problem running an exe of my game on win7 64bit
Sleep accuracy can depend on many factors, like system load, process priority and so on. Fortunately, in my code, the only thing that's affected by sleep's accuracy is pushing frames to display (flipping buffers). This means that some frames may arrive a little sooner, and some a little later than expected. If you're worried about it, increasing target FPS to double of your display framerate may help reduce the effects. Or you can disable FPS limit completely.slime wrote:love.timer.sleep isn't very accurate on some computers.Rad3k wrote:Or even better, use this function as love.run:
Re: problem running an exe of my game on win7 64bit
ok, so he tried it out again. and it works fine except it takes about 10 seconds or so to start up. just displays a white screen for those seconds.
some hardware specs of his pc:
processor: i7 2600K, quad core, 3.4 gigs
motherboard: P8P67 Deluxe Motherboard
RAM: 8 gigs DDR3
Graphics Card: Nvidia GTX 580
thanks for all the help so far.
some hardware specs of his pc:
processor: i7 2600K, quad core, 3.4 gigs
motherboard: P8P67 Deluxe Motherboard
RAM: 8 gigs DDR3
Graphics Card: Nvidia GTX 580
thanks for all the help so far.
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