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Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 06, 2024 4:55 am
by tdry435
Building a benchmarking game - Very early stages...
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Nov 11, 2024 11:59 pm
by SiENcE

- Recording 2024-11-12 at 00.58.43.gif (478.81 KiB) Viewed 7635 times
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Dec 12, 2024 9:41 am
by siberian
Looks great!
Froyok wrote: ↑Sun May 26, 2024 12:21 pm
[*]Dynamic lights (point, spot and directional light) all with casting shadows (via shadow volume)
Is there a problem when the view position is inside the shadow volume?
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Dec 12, 2024 10:03 am
by dusoft
Snapping looks good. How do you export it and use it in a game?
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Dec 12, 2024 10:46 am
by scorelessmusic
Hi everyone! Very excited to be back coding with love2d after a break of a few yesrs.
I'm working on making some music apps that run well on handheld consoles and started by making sure I can capture all the inputs. So I did an Input Tester with love2d
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Dec 13, 2024 12:51 am
by kicknbritt
SiENcE i am absolutely dying for a gui library in love2d
Re: What's everyone working on? (tigsource inspired)
Posted: Sun Jan 12, 2025 11:52 pm
by SiENcE
kicknbritt wrote: ↑Fri Dec 13, 2024 12:51 am
SiENcE i am absolutely dying for a gui library in love2d
Hey.
There are a lot of other good libraries out there: Suit, Slab aso.
I wanted to publish it when it was finished, but of course a program is never finished. Maybe it's a good idea to release it to find more bugs and get some feedback. Look under
libraries & tools.
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Jan 21, 2025 11:50 am
by dusoft
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Feb 05, 2025 11:16 pm
by Froyok
siberian wrote: ↑Thu Dec 12, 2024 9:41 am
Is there a problem when the view position is inside the shadow volume?
No issues in this case when it happens. I use the technique called "AtomicZP" to handle it, which is described in the following research paper:
"A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes"
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Feb 10, 2025 1:27 pm
by SiENcE
dusoft wrote: ↑Thu Dec 12, 2024 10:03 am
Snapping looks good. How do you export it and use it in a game?
Saving is export. It's a json. For import you can grab the loader code from the
editor. The editor itself is just a showcase sample of the whole luis framework. You can enhance the editor yourself further. Adding layers aso.
There are even more complex samples to showcase luis.