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Re: 4X Space Game (Tech Demo Released)

Posted: Thu Apr 28, 2011 9:23 pm
by Lap
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?

Re: 4X Space Game (Tech Demo Released)

Posted: Thu Apr 28, 2011 9:47 pm
by Robin
Lap wrote:Same crash as in your last post or something different?
Same I think.

Re: 4X Space Game (Tech Demo Released)

Posted: Thu Apr 28, 2011 10:03 pm
by Lap
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).

Re: 4X Space Game (Tech Demo Released)

Posted: Thu Apr 28, 2011 10:15 pm
by Robin
Oh great. It doesn't error anymore.

Re: 4X Space Game (Tech Demo Released)

Posted: Sat Apr 30, 2011 1:23 am
by Lap
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.

Re: 4X Space Game (Tech Demo Released)

Posted: Fri Jul 08, 2011 10:01 am
by appleide
NOoooooooo. :(

Re: 4X Space Game (Tech Demo Released)

Posted: Sat Jul 09, 2011 2:35 pm
by Lap
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.

Re: 4X Space Game (Tech Demo Released)

Posted: Sat Jul 09, 2011 11:08 pm
by BlackBulletIV
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)

Posted: Sat Jul 09, 2011 11:15 pm
by Lap
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.

Re: 4X Space Game (Tech Demo Released)

Posted: Sun Jul 10, 2011 12:40 am
by slime
Lap wrote:It's actually not possible to have a framebuffer that isn't po2 compatible. Love requires it.
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.