Search found 181 matches

by leiradel
Fri May 18, 2018 10:55 am
Forum: General
Topic: Big Tiled Terrain
Replies: 4
Views: 639

Re: Big Tiled Terrain

The approach that I have been using recently is to use string indexes for the table, which are basically just the x and y coordinate put together. You're creating a string each time you need to access the map? This is not only slow on its own, but also accesses to the map part of the table are slow...
by leiradel
Tue Jan 23, 2018 5:14 pm
Forum: Support and Development
Topic: Synchronising video and audio
Replies: 16
Views: 1240

Re: Synchronising video and audio

If you update video frames depending on the audio you'll get hiccups in the video output. At least on emulators, It's better to lock video frames to vsync and adjust the audio resampler on the fly to generate more/less audio frames depending if it's going ahead or lagging behind. Unless the differen...
by leiradel
Tue Oct 04, 2016 2:25 pm
Forum: Support and Development
Topic: Using cameras
Replies: 13
Views: 2314

Re: Using cameras

My old implementation was already getting frames from the camera in a separate thread. Let's see if things are better with the video module. I don't need to modify LÖVE, just to extend VideoStream and return an correctly-filled frame in getFrontBuffer(). This may require some massaging in the frameb...
by leiradel
Tue Oct 04, 2016 12:58 pm
Forum: Support and Development
Topic: Using cameras
Replies: 13
Views: 2314

Re: Using cameras

The guys on #love gave me some directions, but you wrote some pretty detailed instructions so thanks! I've implemented cameras in LÖVE before, I've changed the ImageData class to add a property that would tell the graphics module that the data was dirty and needed to be uploaded to the GPU again. Th...
by leiradel
Sat Oct 01, 2016 11:02 pm
Forum: Support and Development
Topic: Using cameras
Replies: 13
Views: 2314

Re: Using cameras

I'm not sure what the benefit would be. I also don't know how to extend the VideoStream class and implement its abstract methods. I really don't see the benefit, specially given that the binding is already coded.
by leiradel
Sat Oct 01, 2016 8:59 pm
Forum: Support and Development
Topic: Using cameras
Replies: 13
Views: 2314

Re: Using cameras

Yes, I saw it being used in the source code. The thing is, the library is, AFAIK, not available by default in any OS, so it have to be compiled for the module to work, not counting the code to interface with LÖVE's video module. Since there will be a compilation step, I'll just write the binding cod...
by leiradel
Sat Oct 01, 2016 7:29 pm
Forum: Support and Development
Topic: Using cameras
Replies: 13
Views: 2314

Re: Using cameras

Interesting in that it doesn't have a single line of native code. In my case I need to compile a camera library which is written in C, so I think I'll just do the Lua bindings myself.
by leiradel
Thu Sep 29, 2016 3:25 pm
Forum: Support and Development
Topic: Using cameras
Replies: 13
Views: 2314

Using cameras

Hi All, I've tried to support cameras ion LÖVE some time ago, using an ImageData that would change its contents as new frames arrived from the camera. It was a bad way to do it, and the changes never see the light of a pull request. Now that LÖVE has a video module, I wonder how cameras could be imp...
by leiradel
Thu Dec 24, 2015 7:21 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 27434

Re: Post-0.10.0 feature wishlist

I know that you guys want to keep love as a basic framework, but i really feel that for love to be the best library for new users, it has to a "batteries included" distribution. As such, I hope that love will have its own default modules for: Tilemap support Scenegraph support Basic UI support Spri...
by leiradel
Wed Dec 23, 2015 11:30 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 27434

Re: Post-0.10.0 feature wishlist

Hi, I'd love to see a camera module implemented in LÖVE. I've tried it myself ( https://love2d.org/forums/viewtopic.php?f=4&t=3632 ) but it was Windows-specific. After that I've used libvidcap to grab frames from cameras in projects unrelated to LÖVE. I still have some source code lying around, incl...