Echoes of the Imperium (4X Strategy Game)
Re: 4X Space Game (Tech Demo Released)
Ah the woes of multiplatform development. I have absolutely no way of replicating such crashes at the moment. Same crash as in your last post or something different?
- Robin
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Re: 4X Space Game (Tech Demo Released)
Same I think.Lap wrote:Same crash as in your last post or something different?
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Re: 4X Space Game (Tech Demo Released)
I don't think that line exists on the SVN anymore. Has to be something new (unless you didn't update after you reported it).
- Robin
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Re: 4X Space Game (Tech Demo Released)
Oh great. It doesn't error anymore.
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Re: 4X Space Game (Tech Demo Released)
The next great technical hurdle I have to surpass is how to best implement threading.
I've been searching for ways to make use of threads to reduce the loading times and of course threads come to mind. However, the major problem here is that almost all the resource loading is in images, which apparently has problems. I've tried out stuff like:
http://love2d.org/forums/viewtopic.php? ... ead#p18443
but nothing seems to function well when trying to thread load multiple images.
I've been searching for ways to make use of threads to reduce the loading times and of course threads come to mind. However, the major problem here is that almost all the resource loading is in images, which apparently has problems. I've tried out stuff like:
http://love2d.org/forums/viewtopic.php? ... ead#p18443
but nothing seems to function well when trying to thread load multiple images.
Re: 4X Space Game (Tech Demo Released)
NOoooooooo.
Re: 4X Space Game (Tech Demo Released)
It was a tough decision on whether or not to use framebuffers at first. I don't want to exclude all the older laptops that should by all means be able to play a 2D turn based game. After I saw the FPS boost I got there was no turning back. 40 FPS -> 250+ FPS. Now I have framebuffers all over the place and they are just way too handy not to have.
If anyone is still interested in helping out with code or drawing sprites/icons let me know. It's coming along nicely, but there is still plenty to do.
If anyone is still interested in helping out with code or drawing sprites/icons let me know. It's coming along nicely, but there is still plenty to do.
- BlackBulletIV
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Re: 4X Space Game (Tech Demo Released)
You're using Po2 compatible framebuffers right? If so, what size? If not, then you'll definitely want to, even if the rest of the pixels aren't used.
Re: 4X Space Game (Tech Demo Released)
It's actually not possible to have a framebuffer that isn't po2 compatible. Love requires it.
Even if I only need say 500 pixel width I just do
nearestPowerofTwo(500)
function nearestPowerofTwo(num)
return 2^(math.ceil(math.log(num)/math.log(2)))
end
and I'll get 512. Not all the images I use are PO2, but most are.
Even if I only need say 500 pixel width I just do
nearestPowerofTwo(500)
function nearestPowerofTwo(num)
return 2^(math.ceil(math.log(num)/math.log(2)))
end
and I'll get 512. Not all the images I use are PO2, but most are.
Last edited by Lap on Sun Jul 10, 2011 1:47 pm, edited 1 time in total.
- slime
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Re: 4X Space Game (Tech Demo Released)
Huh? No it doesn't. I use screen-sized (non-PO2) framebuffers in my personal code all the time. All this power-of-two and framebuffer shenanigans really depends on your video card and video drivers.Lap wrote:It's actually not possible to have a framebuffer that isn't po2 compatible. Love requires it.
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