Search found 36 matches
- Wed Jun 12, 2013 11:53 pm
- Forum: General
- Topic: Lua Coroutines in games?
- Replies: 4
- Views: 4540
Lua Coroutines in games?
Hello everyone, I am somewhat familiar with Lua's co-routines but I cant really figure out how to use them inside of my games to improve performance. Where would it be logical to use co-routines inside the games? Obviously I don't want to slap on a co-routine on each entity to update it, but then ag...
- Mon Jun 10, 2013 8:01 pm
- Forum: Support and Development
- Topic: setScissor info?
- Replies: 5
- Views: 2562
Re: setScissor info?
So then this seems to be exactly what I'm looking for. Basically I want to draw a circle an with an excessive radius to simulate a planet in which the bottom fourth of the screen shows the arc of the world. Theoretically I could use this in order to cut off the excessive amounts of the circle that w...
- Mon Jun 10, 2013 4:57 pm
- Forum: Support and Development
- Topic: setScissor info?
- Replies: 5
- Views: 2562
setScissor info?
Because I am OCD about performance, how exactly does setScissor work? Obviously I can use this to stop drawing outside of the view of the camera, but how does it work internally? Does it just do a bunch of "if" statements to see if its in the bounds and draw if it is, or is this lower leve...
- Tue Jun 04, 2013 4:22 am
- Forum: Games and Creations
- Topic: Mr. BallGuy V1.0.0
- Replies: 42
- Views: 22917
Re: Mr. BallGuy V4.0.0 BETA
I would recommend adding more than one falling object occasionally instead of just making the ball re-spawn at the top. Currently an easy way to beat your game: 1)Move left or right a bit 2) Collect coins 3) wait for ball to reach bottom 4) repeat There needs to be more dynamic to the game, cuz righ...
- Tue Jun 04, 2013 3:17 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1792
- Views: 1531349
Re: What's everyone working on? (tigsource inspired)
Stress Testing my attack code.... That poor S.O.A.B. in the middle. http://puu.sh/37TWH.png Any ideas for improvement? I think it is an absolute waste to call lg.drawpoint() nearly 30k times when half of those won't even fit between each other. However I don't know of a way to test against that. -Sn...
- Mon Jun 03, 2013 10:05 pm
- Forum: A Whiff of Steam
- Topic: A Whiff of Steam v0.0.1 (unofficial)
- Replies: 23
- Views: 124027
Re: A Whiff of Steam v0.0.1 (unofficial)
If we could all agree on a centralized code source I wouldn't mind helping out...
- Mon Jun 03, 2013 6:55 pm
- Forum: Support and Development
- Topic: Include lsqlite3 in 0.9.0 or later
- Replies: 47
- Views: 17382
Re: Include lsqlite3 in 0.9.0 or later
Mentioning 'servers' is off topic. MySQL is a multi-connection database that lives on a server but that's not what the OP is asking for. The OP would like SQLite which is queryable local storage for a single-connection (i.e. the player). SQLite is appropriate for many applications particularly for ...
- Mon Jun 03, 2013 4:30 pm
- Forum: Support and Development
- Topic: Include lsqlite3 in 0.9.0 or later
- Replies: 47
- Views: 17382
Re: Include lsqlite3 in 0.9.0 or later
I'm not so sure that I should throw my 2 cents in here or not... This conversation is relevant because I was actually looking for something along the lines of SQL for LOVE. While I agree with the OP in being useful in some scenarios, I disagree about the inclusion of it in LOVE. SQL is really meant ...
- Sun Jun 02, 2013 4:21 pm
- Forum: Support and Development
- Topic: "line" draw mode results in insane FPS drops.
- Replies: 7
- Views: 7073
Re: "line" draw mode results in insane FPS drops.
Just as a side note: FPS are not a very useful measure for this kind of benchmark, since it distorts the actual time differences. For example, the difference of 330FPS to 250FPS is a whooping 80 FPS, but only 1s/250 - 1s/330 = 0.004s - 0.003030...s = 0.001s = 1ms. On the other hand, the difference ...
- Sun Jun 02, 2013 3:23 pm
- Forum: Support and Development
- Topic: "line" draw mode results in insane FPS drops.
- Replies: 7
- Views: 7073
Re: "line" draw mode results in insane FPS drops.
Been doing some more testing... Interesting fact: with my code for my game, my GPU usage never goes above 25% utilization (Even when I am below 20 FPS), but with your sample benchmark it will go all the way up to 95%. I looked at your code and didn't anything significantly different in the way I was...