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nDöts - Döts optimized for nLÖVE
Posted: Sat Mar 05, 2011 12:13 pm
by thelinx
What's changed?
New control scheme, moved text. Removal of setLineWidth, getColor, some stuff.
Re: nDöts - Döts optimized for nLÖVE
Posted: Mon Mar 07, 2011 3:24 am
by Jasoco
How many FPS? I can't read it.
Re: nDöts - Döts optimized for nLÖVE
Posted: Mon Mar 07, 2011 1:21 pm
by thelinx
It doesn't have a FPS display.
Re: nDöts - Döts optimized for nLÖVE
Posted: Tue Mar 08, 2011 6:11 am
by Jasoco
thelinx wrote:It doesn't have a FPS display.
Okay, the question remains. How many FPS does it get?
Re: nDöts - Döts optimized for nLÖVE
Posted: Tue May 15, 2012 6:00 am
by ihsansaleem
i sew this video ...so nice play you ...thelinx right It doesn't have a FPS display..
i don't know How many FPS does it get?
please answer this if you know....
Re: nDöts - Döts optimized for nLÖVE
Posted: Tue May 15, 2012 6:03 am
by ihsansaleem
Also, what is the minimum amount of FPS appropriate to see movement as fluid? Why are movies played at 25 FPS but the reccomended amount of FPS for video amateur is 60? Is the aberration absolutely that important? Can our eyes ascertain the difference?
Re: nDöts - Döts optimized for nLÖVE
Posted: Tue May 15, 2012 11:34 pm
by SudoCode
ihsansaleem wrote:Also, what is the minimum amount of FPS appropriate to see movement as fluid? Why are movies played at 25 FPS but the reccomended amount of FPS for video amateur is 60? Is the aberration absolutely that important? Can our eyes ascertain the difference?
Human eyes don't see in terms of fps, your rods and cones sense light continuously.
You can definitely tell the difference between 24 and 60 fps, and even 60 and 120 (although you'll need a monitor with a higher refresh rate for this).
And the main reason movies look fluid at 24 fps while games need to run at higher framerates is because of motion blur.
Re: nDöts - Döts optimized for nLÖVE
Posted: Wed May 16, 2012 1:39 am
by Boolsheet
SudoCode wrote:motion blur.
What's with the motion blur argument? I don't see why a high temporal resolution is
necessary to create some kind of blurring effect. It may give you a more accurate blur, but nobody will notice because it's blurred.
Yes, I don't like motion blur. It's stupid in real life and it's stupid in games (although it's making the real-life approximation a bit more accurate).
Re: nDöts - Döts optimized for nLÖVE
Posted: Wed May 16, 2012 1:51 am
by SudoCode
Boolsheet wrote:SudoCode wrote:motion blur.
What's with the motion blur argument? I don't see why a high temporal resolution is
necessary to create some kind of blurring effect. It may give you a more accurate blur, but nobody will notice because it's blurred.
Yes, I don't like motion blur. It's stupid in real life and it's stupid in games (although it's making the real-life approximation a bit more accurate).
I'm saying that movies look fluid at 24 fps
because there is motion blur, not necessarily that you need to implement it in games to make them look fluid.
Re: nDöts - Döts optimized for nLÖVE
Posted: Wed Aug 15, 2012 11:12 pm
by LuaWeaver
Boolsheet wrote:It may give you a more accurate blur, but nobody will notice because it's blurred.