Search found 26 matches

by LXDominik
Tue May 22, 2018 3:29 pm
Forum: Support and Development
Topic: Saving/Loading big map table
Replies: 10
Views: 6074

Re: Saving/Loading big map table

Yes. Although using a table of tables is not the most efficient way to do this, it will work fine. For maximum effciency use a plain, one-dimensional array and index like this: local map = {} for y = 0, 2047 do for x = 1, 8192 do map[y * 8192 + x] = blob:readU8() end end That's not Blob related tho...
by LXDominik
Tue May 22, 2018 2:15 pm
Forum: Support and Development
Topic: Saving/Loading big map table
Replies: 10
Views: 6074

Re: Saving/Loading big map table

In my map i store type of a block 'map[x][y].type = 0' For optimal results, you should define a maximum value range for type, choose a matching data type (8 bits, 16 bits, 32 bits, 64 bits are possible) and use the corresponding Blob:write*/read* functions as shown above. I advise against serializi...
by LXDominik
Tue May 22, 2018 12:24 pm
Forum: Support and Development
Topic: Saving/Loading big map table
Replies: 10
Views: 6074

Re: Saving/Loading big map table

What exactly do you store in the map? Shameless plug for Blob , my binary serialization library. (De-)serialization of 2048 * 8192 ints: local blob = Blob(nil, 2048 * 8192 * 4) for y = 0, 2047 do for x = 1, 8192 do blob:writeU32(y * 8192 + x) end end local map = {} for y = 0, 2047 do for x = 1, 819...
by LXDominik
Mon May 21, 2018 11:02 pm
Forum: Support and Development
Topic: Saving/Loading big map table
Replies: 10
Views: 6074

Re: Saving/Loading big map table

coroutines are fine, but you'll need to yield in love.update, since love.load only gets called once at startup. otherwise you could use actual threads, but that's more complicated. as for the bitser thing, it may or may not have a bug with large amounts of data... i've tried all serializers listed ...
by LXDominik
Mon May 21, 2018 10:08 pm
Forum: Support and Development
Topic: Saving/Loading big map table
Replies: 10
Views: 6074

Saving/Loading big map table

Hi everyone! I'm trying to save generated map in a file, then load it. If map is small like 128x128 i have no problem saving/loading it using bitser lib. But if map is 8192x2048 i can't load it anymore, application just closes printing this to console '[Finished in 1.8s with exit code 3221225477]'. ...
by LXDominik
Sun May 20, 2018 2:13 pm
Forum: Support and Development
Topic: [Solved]Stack overflow when detecting regions of a big tiled map.
Replies: 2
Views: 1971

Re: Stack overflow when detecting regions of a big tiled map.

Stack space is limited. Running a recursive algorithm this many times can easily exhaust that space. AFAIK, LuaJIT does tail call optimization. Read up on that for a possible solution to your problem. I don't know whether it is applicable or not in your case though. See here for more information. T...
by LXDominik
Sun May 20, 2018 1:32 pm
Forum: Support and Development
Topic: [Solved]Stack overflow when detecting regions of a big tiled map.
Replies: 2
Views: 1971

[Solved]Stack overflow when detecting regions of a big tiled map.

Hi everyone! I'm trying to detect all regions of a tiled map, and store them in a table. I found example of a "paint"-like flood fill, and tried to use that. Its working if map table is small 512x512 for example. But if i chose map size 1024x1024 for example, i get stack overflow. function...
by LXDominik
Fri Apr 27, 2018 9:16 pm
Forum: Support and Development
Topic: ~3 pixel difference in jump height at 60 vs 500 fps [solved]
Replies: 10
Views: 5866

Re: ~3 pixel difference in jump height at 60 vs 500 fps

zorg wrote: Fri Apr 27, 2018 8:16 pm An extension to what raidho was trying to say but has basically been ignored: http://openarena.ws/board/index.php?topic=5100.0
Not gonna say you're welcome, though.
That did it for me, same jump height at all FPS.
Thx to everyone who replied ! :3
by LXDominik
Fri Apr 27, 2018 8:03 pm
Forum: Support and Development
Topic: ~3 pixel difference in jump height at 60 vs 500 fps [solved]
Replies: 10
Views: 5866

Re: ~3 pixel difference in jump height at 60 vs 500 fps

I don't know what "numberOfTicks" is, so i set "timeToApex" to 1. At 505 fps and "jumpHeight = 200" box travels ~199.7 pixels, at 60 fps ~196.7 pixels. If i set "timeToApex" to 2, then there is ~1.5 pixel difference. At "timeToApex = 10" there is bas...
by LXDominik
Fri Apr 27, 2018 3:43 pm
Forum: Support and Development
Topic: ~3 pixel difference in jump height at 60 vs 500 fps [solved]
Replies: 10
Views: 5866

Re: ~3 pixel difference in jump height at 60 vs 500 fps

First of all, its quite possible for the apex of a jump to occur between frames . This is even more likely when using a variable time step. The next problem is your units - what does "gravity = 500" mean? Looks too much like a magic number in "pixels per seconds squared". :) You...