Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Speed + cross-platformness + lightweightness are my main goal. Sorry for bad English.
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
One more thing.
Of course I would like to see sqlite integration, but already read here on the forums that it is not possible, so I will use customized version of framework.
Of course I would like to see sqlite integration, but already read here on the forums that it is not possible, so I will use customized version of framework.
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
And about content generation in my project: planned tileable texture creation (like in Allegorithmic's "Substance Designer" & friends + cubemaps creation, procedural vector graphics, etc.)
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
What on earth do you need an SQL database for?arampl wrote:Of course I would like to see sqlite integration
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
I'm already using SQL on my main job for several years so know language well enough.
Fair, I really can't understand how to live without SQL now! In any project.
SQLite is fast, cross-platform, compact, flexible and powerfull.
Project will come with standard assets database (textures, sounds, models, fonts, lua scripts, etc.) With SQL it is so easy to manage them all (Even if I don't make use of blobs, just references to binary files). And database will grow in time.
May be in the future will make use of PostgreSQL. Programmers, artists and designers will work on the net and all resources will be available in the single database to people over network. "LÖVE2D Studio Enterprize Edition"!
Transition will be much smoother if I already use some SQL things now.
I'm not asking for this integration, already seen all this debates about it.
IMHO SQLite = cheap superpower. Xml or txt = Hell.
I know I use the words "will" and "may be" too often. So many projects just dies. Time will show...
Fair, I really can't understand how to live without SQL now! In any project.
SQLite is fast, cross-platform, compact, flexible and powerfull.
Project will come with standard assets database (textures, sounds, models, fonts, lua scripts, etc.) With SQL it is so easy to manage them all (Even if I don't make use of blobs, just references to binary files). And database will grow in time.
May be in the future will make use of PostgreSQL. Programmers, artists and designers will work on the net and all resources will be available in the single database to people over network. "LÖVE2D Studio Enterprize Edition"!
Transition will be much smoother if I already use some SQL things now.
I'm not asking for this integration, already seen all this debates about it.
IMHO SQLite = cheap superpower. Xml or txt = Hell.
I know I use the words "will" and "may be" too often. So many projects just dies. Time will show...
- Positive07
- Party member
- Posts: 1014
- Joined: Sun Aug 12, 2012 4:34 pm
- Location: Argentina
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
My answer to all this is... make your own engine already... I dont think LÖVE is what you need
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Actually I've started with my own engine and ended up with using LÖVE for most part of it.
Who is online
Users browsing this forum: Google [Bot] and 11 guests