Page 65 of 92

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Sat Dec 03, 2016 5:50 pm
by Karai17
Okay I see the issue. I have a typo in STI that causes object sprite batches to cap at 100 instead of 1000. Find this area in sti/map.lua and change the 100 to 1000 (or whatever you need the number to be)

https://github.com/karai17/Simple-Tiled ... p.lua#L591

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Sun Dec 04, 2016 6:16 pm
by 4aiman
Thanks!
Say, does the 1000 cap come from Tiled or was introduced in STI for the sake of performance?

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Sun Dec 04, 2016 6:52 pm
by Karai17
Love requires a size for sprite batches and 1000 is the default. You could set it to 100000 if you wanted but it would reserve a chunk of memory. With 1000, it only reserves about 80-150kb of RAM so it's not a big deal.

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Sun Dec 04, 2016 7:45 pm
by Positive07
Karai could be that an option when loading a map? I think if the developer wants to load a map with 10000000000... then it's his problem not STI's. Just an idea that could probably reduce the number of problem than capping the number of sprites can have

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Sun Dec 04, 2016 8:04 pm
by Karai17
When LOVE 0.11 is released, sprite batches will automatically resize if they get filled.

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Wed Dec 07, 2016 5:47 pm
by 4aiman
@Positive07
I don't think that's a problem at all. That is, if one knows where to look.
I (obviously) wasn't :)

Some sort of "STI gotchas" would be of some help here.
Probably.
I'm not the one who knows much about what makes love2d tick. Explanations like
Karai17 wrote:Love requires a size for sprite batches and 1000 is the default.
make me "Wow! Wish I knew that much about it!"
It's great that Karai17 is always in touch. At least it seems to be that way to me ^_^

Is there a way I can donate something to STI?
It's not like I have much to offer, but this kind of devotion deserves a lot, and I'd like to somehow support that.

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Wed Dec 07, 2016 6:38 pm
by Positive07
Yes I suggested it because it's easy to implement it and it has it's benefit, but of course Karai is awesome and will always be around to help. Plus someone that has the same problem will most likely come here again so yeah, it may be pointless.

Didn't know about that 0.11.0 feature Karai, that is great!!

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Wed Dec 07, 2016 8:30 pm
by Karai17
I'm glad I'm able to help!

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Wed Dec 21, 2016 6:00 am
by LordSeaworth
Karai17,

This maybe not percé a STI question. But i was just wondering what would be the maximum size of a tiled map? to use with sti?

TxT? Where T is tiles?

Re: Simple Tiled Implementation - STI v0.16.0.3

Posted: Wed Dec 21, 2016 8:00 am
by Karai17
Really big. STI has no specific limit. If I had to wild a guess, I'd say Tiled uses uint16_t for the dimensions... So something like 65536 in either direction? You'd be a weirdo for making a map that size, though. :)