What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
zalander
Citizen
Posts: 75
Joined: Mon Jan 09, 2023 5:58 am
Location: India
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by zalander »

I am just making a game that is about collecting buttons, just finished the save system
Using LOVE to make everything except games :crazy:

Code: Select all

astring = "pog"
print(astring)
--pog
tourgen
Citizen
Posts: 53
Joined: Sat Mar 18, 2023 12:45 am

Re: What's everyone working on? (tigsource inspired)

Post by tourgen »

stress testing and converting shaders - I'm new to Love

very impressed with it. no odd side-effects: everything seems to do what it says it does. I like that custom shaders are mostly straight, unmolested GLSL. I understand why top-left = 0,0 for libs like Love but I'm so used to opengl normalized coords that I always end up just using shims. also graphics.rectangle() and such no outputing tex coords is weird, but understandable too given all of the fun built-in stroke styles and such. and not difficult to solve using a varying.
gl.jpg
gl.jpg (127.88 KiB) Viewed 27013 times
procedural_gen_glsl.jpg
procedural_gen_glsl.jpg (156.08 KiB) Viewed 27013 times
screenshot.jpg
screenshot.jpg (202.75 KiB) Viewed 27013 times
User avatar
pgimeno
Party member
Posts: 3655
Joined: Sun Oct 18, 2015 2:58 pm

Re: What's everyone working on? (tigsource inspired)

Post by pgimeno »

Very nice images!

Sorry, not the best thread for discussion but...
tourgen wrote: Sat Mar 18, 2023 4:21 pmalso graphics.rectangle() and such no outputing tex coords is weird, but understandable too given all of the fun built-in stroke styles and such. and not difficult to solve using a varying.
Even easier to solve using a 1x1 px image which you can stretch to whatever size you want.

Code: Select all

local pixel = love.graphics.newImage(love.image.newImageData(1, 1, 'rgba8', '\255\255\255\255'))
...

love.graphics.draw(pixel, x, y, 0, xsize, ysize)
tourgen
Citizen
Posts: 53
Joined: Sat Mar 18, 2023 12:45 am

Re: What's everyone working on? (tigsource inspired)

Post by tourgen »

pgimeno wrote: Sat Mar 18, 2023 9:43 pm Even easier to solve using a 1x1 px image which you can stretch to whatever size you want.

Code: Select all

local pixel = love.graphics.newImage(love.image.newImageData(1, 1, 'rgba8', '\255\255\255\255'))
...

love.graphics.draw(pixel, x, y, 0, xsize, ysize)
Thank you so much! Will use.
User avatar
knorke
Party member
Posts: 274
Joined: Wed Jul 14, 2010 7:06 pm
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by knorke »

pgimeno wrote: Sat Mar 18, 2023 9:43 pm Even easier to solve using a 1x1 px image which you can stretch to whatever size you want.
Instead of tiny ant 1x1 px image, how about a super huge 5120x4608 px image? All maps I mapped for Master Blaster mode, here it is:
Image
full size, 1.3MB:
https://love2d.org/imgmirrur/sq9nVQv.png
or as a gallery:
https://love2d.org/imgmirrur/3oUV471.html
User avatar
knorke
Party member
Posts: 274
Joined: Wed Jul 14, 2010 7:06 pm
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by knorke »

The AI has learned a new trick!
User avatar
UnixRoot
Party member
Posts: 100
Joined: Mon Nov 08, 2021 8:10 am

Re: What's everyone working on? (tigsource inspired)

Post by UnixRoot »

I continued to work on my Pseudo3D engine after a break of almost two years. Or better said, I started completely new.

I stopped back then because I was facing unsolvable problems and I couldn't get some things working despite weeks of trying.

But now I managed to draw tens of thousands of segments and billboards in a single drawcall, with good performance, even on a really slow office graphics card like my Geforce GT710.

Image

Edit:

Just wrote a simple athmospheric scattering shader.
Image
User avatar
Hugues Ross
Party member
Posts: 110
Joined: Fri Oct 22, 2021 9:18 pm
Location: Quebec
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Hugues Ross »

Ah, the beautiful forests of Spikeland...

Jokes aside, this actually looks really nice. Especially with that added shader.
User avatar
Jasoco
Inner party member
Posts: 3726
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Jasoco »

Taking a break from 3D for now. Been playing around with a SimCity SNES clone of sorts...

It's interesting to try and figure out the mechanics of how it works. There's a lot of stuff that isn't really documented. So I have to figure it out myself. Or just wing it. There's also no proper image sorting right now so sorry that train is above the building. lol
Screenshot 2023-05-12 at 3.18.54 PM.png
Screenshot 2023-05-12 at 3.18.54 PM.png (593.27 KiB) Viewed 25431 times
It's easier to draw a baseball than a football helmet. Also I don't even know how to draw a train station. The little 2x2 buildings are train stations. The train stops at each one if it's valid. Buildings also check for adjacent rails or roads and power flows normally.

It's really fun. Hopefully eventually I can make it my own. Draw my own buildings and stuff and add my own features for how the world works.
User avatar
Gunroar:Cannon()
Party member
Posts: 1139
Joined: Thu Dec 10, 2020 1:57 am

Re: What's everyone working on? (tigsource inspired)

Post by Gunroar:Cannon() »

Jasoco wrote: Fri May 12, 2023 7:32 pm
It's really fun. Hopefully eventually I can make it my own. Draw my own buildings and stuff and add my own features for how the world works.
Nice :awesome: It'll be cool when you start adding own features.
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests