Search found 184 matches

by leiradel
Tue Apr 28, 2020 9:18 pm
Forum: Libraries and Tools
Topic: LÖVE libretro module
Replies: 4
Views: 5591

Re: LÖVE libretro module

Full disclosure is, we did discuss this at length in Discord previously Thanks again for all the info. i can only say that while it would give more options for the person that wants to use this module to do stuff with the audio if they could query for SD buffers already queued (which could introduc...
by leiradel
Tue Apr 28, 2020 9:13 pm
Forum: Libraries and Tools
Topic: LÖVE libretro module
Replies: 4
Views: 5591

Re: LÖVE libretro module

How about the opposite, a libretro core that implements Löve? :D (I'm only half joking; there's Lutro after all). I wanted to port Löve to the Libretro API when i was part of the team there, but it needs OpenGL and it makes a port much more difficult. Even better, it could accept an ImageData objec...
by leiradel
Mon Apr 27, 2020 10:38 pm
Forum: Libraries and Tools
Topic: LÖVE libretro module
Replies: 4
Views: 5591

LÖVE libretro module

Hi All, I've created a module that makes it possible to load and run libretro cores in LÖVE. It's a native module and it uses the native LÖVE API, so it needs to be built with LÖVE. The repository is here , and the module is in the libretro branch. After switching to that branch, build LÖVE how you ...
by leiradel
Fri May 18, 2018 10:55 am
Forum: General
Topic: Big Tiled Terrain
Replies: 4
Views: 4556

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: 7644

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: 15
Views: 11780

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: 15
Views: 11780

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: 15
Views: 11780

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: 15
Views: 11780

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: 15
Views: 11780

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.