Search found 90 matches

by Ortimh
Wed Jun 14, 2017 1:31 pm
Forum: Support and Development
Topic: Using own's FPS handler, but FPS still 60?
Replies: 5
Views: 5175

Re: Using own's FPS handler, but FPS still 60?

Damn, I only could adjust the FPS at around 1-60, huh? So even though I don't use anything that block the while loop, V-Sync could still block it. Thanks!
by Ortimh
Wed Jun 14, 2017 12:20 pm
Forum: Support and Development
Topic: Using own's FPS handler, but FPS still 60?
Replies: 5
Views: 5175

Re: Using own's FPS handler, but FPS still 60?

Oops, I didn't tell where Game:run is called, did I? It's basically called in love.run, but I guess I need to upload my LOVE then (small pun there). Edit: And... Game:run is in game.lua which is called by love.run in main.lua.
by Ortimh
Wed Jun 14, 2017 11:32 am
Forum: Support and Development
Topic: [Solved] Select Audio Output
Replies: 3
Views: 3479

Re: Select Audio Output

Well I never have any experiences with the audio/sound module of LOVE, so sorry about that. But after looking it up in the wiki, there's no single function that could switch the audio output, so it's not possible. If you want to look it up further, I suggest you to head to the wiki for details.
by Ortimh
Wed Jun 14, 2017 10:17 am
Forum: Support and Development
Topic: Using own's FPS handler, but FPS still 60?
Replies: 5
Views: 5175

Using own's FPS handler, but FPS still 60?

I replaced LOVE's internal code (which is love.run) with my own, but FPS still 60. Is it V-Sync in effect? Because I wonder if I could set the FPS more than 60, like 120. But I guess I'm asking something that has been asked like million times, right? ... Game.TimePerFrame = 1 / 30 ... function Game:...
by Ortimh
Sat Dec 10, 2016 2:21 pm
Forum: General
Topic: Changing Values in Lua
Replies: 7
Views: 5999

Re: Changing Values in Lua

Wow, raidho36! That really clears up my mind! Thanks. Also what I'm asking is Lua in general not Love2D's Lua. Thanks for the huge information again!
by Ortimh
Sat Dec 10, 2016 12:14 pm
Forum: General
Topic: Changing Values in Lua
Replies: 7
Views: 5999

Re: Changing Values in Lua

zorg, thanks! Could you give me the source of information you got from, or explain more perhaps? :)
by Ortimh
Sat Dec 10, 2016 11:59 am
Forum: General
Topic: Changing Values in Lua
Replies: 7
Views: 5999

Re: Changing Values in Lua

Ah, sorry for the less explanation about what I'm truly asking for. raidho36 , what I'm asking is that not in LuaJIT but Lua 5.3. I saw the source code of Lua, and lua_Number uses union , so both int and float require same memory space. Forget about the numbers. What about the the 3rd and 4th exampl...
by Ortimh
Sat Dec 10, 2016 10:01 am
Forum: General
Topic: Changing Values in Lua
Replies: 7
Views: 5999

Changing Values in Lua

Let's straight to the point with no useless chit-chat. - What's the difference between these codes? - Which code is more expensive in performance to run? number = 1.5 number = 3 number = 1.5 number = 3.0 Surely that Lua now has int subtype (as in 5.3). That's just for integer and floating-point numb...
by Ortimh
Wed Dec 07, 2016 9:35 am
Forum: General
Topic: What code editor do you use ?
Replies: 195
Views: 294757

Re: What code editor do you use ?

Another Visual Studio Code user here! Damn, it's just too good to be true! It's not perfect but at least integrated with Git. There're a few useful Lua extensions that you can use so you can speed up your development (including linter).
by Ortimh
Fri Sep 23, 2016 9:02 am
Forum: Libraries and Tools
Topic: LifeAI - AI decision-making
Replies: 3
Views: 4642

Re: LifeAI - AI decision-making

Viomi , thanks. I'm trying to implement overloads in Lua so the binding doesn't have to create useless more functions ( lai.Make2 etc.) but it doesn't work pretty smoothly because yet I don't know how to do it. Jack5500 , yes and no. I really do hope I can give it a full example but due to a lot of...