Search found 3576 matches

by pgimeno
Mon May 20, 2024 9:26 pm
Forum: Support and Development
Topic: How do you really tell if your game has a memory leak?
Replies: 7
Views: 229

Re: How do you really tell if your game has a memory leak?

Practical example for a memory leak: Have a textbox, have it have a zoom in/out function. We reload our font with Font = love.graphics.newFont( zoom) _Font_ is overwriten each time so logically we would assume the old font data is discardet as it is no longer referenced. This is not the case becaus...
by pgimeno
Mon May 20, 2024 4:52 pm
Forum: General
Topic: Pool(Billiards) physics (Need help)
Replies: 5
Views: 181

Re: Pool(Billiards) physics (Need help)

Here's a PoC of the love.physics approach. Lots of magic numbers everywhere as I fine-tuned the parameters by trial-and-error, sorry.

As I feared, love.physics doesn't do bouncing too well, and balls sometimes stick to the cushions if they are very slow, even when setting restitution to 1.
by pgimeno
Mon May 20, 2024 10:54 am
Forum: Support and Development
Topic: How do you really tell if your game has a memory leak?
Replies: 7
Views: 229

Re: How do you really tell if your game has a memory leak?

It's quite uncommon to have a memory leak when you're not using FFI. The most common cause of memory usage growth is not a memory leak; it's allocating objects and then disposing of them without releasing them, as Lua won't bother to garbage-collect them early because it doesn't "see" that...
by pgimeno
Mon May 20, 2024 10:15 am
Forum: General
Topic: Pool(Billiards) physics (Need help)
Replies: 5
Views: 181

Re: Pool(Billiards) physics (Need help)

Well, it depends on the degree of sophistication you're after. If you just want basic bounces, without considering aspects like friction with the cushions or during ball collisions, or whether the ball is hit off-centre to give it a spinning efect, then you could do with a simple bouncing-based sche...
by pgimeno
Sat May 18, 2024 6:12 pm
Forum: Support and Development
Topic: [SOLVED] push.lua and love.graphics.newQuad problem
Replies: 5
Views: 276

Re: push.lua and love.graphics.newQuad problem

The images with push use a linear filter, while the images without push use a nearest filter. With the nearest filter the adjacent tiles can bleed into the current tile. Changing to linear should solve it, if that's acceptable for your project. Otherwise, you'll need to fix your tileset by separati...
by pgimeno
Sat May 18, 2024 6:26 am
Forum: General
Topic: Polygon is too bitmap.
Replies: 9
Views: 464

Re: Polygon is too bitmap.

Have you tried what mön said? Filled polygons and circles are made of OpenGL triangles, which are usually rendered by default without antialiasing. setFilter won't help in this case though.
by pgimeno
Fri May 17, 2024 4:15 pm
Forum: Support and Development
Topic: [SOLVED] push.lua and love.graphics.newQuad problem
Replies: 5
Views: 276

Re: push.lua and love.graphics.newQuad problem

[Edited to avoid confusion to possible future readers] The images with push use a linear filter, while the images without push use a nearest filter. With the nearest linear filter the adjacent tiles can bleed into the current tile. Changing to linear nearest should solve it, if that's acceptable for...
by pgimeno
Fri May 17, 2024 11:35 am
Forum: Support and Development
Topic: Garbage Collector and FFI
Replies: 17
Views: 717

Re: Garbage Collector and FFI

This is a modified version of your code that does crash for me (for good reasons), using the image from the .love I posted above: local ffi = require('ffi') local texBuffer local terrainBuffer local backgroundBuffer do local imagedata=love.image.newImageData(640,360, "rgba8") local image =...
by pgimeno
Fri May 17, 2024 10:17 am
Forum: Support and Development
Topic: Garbage Collector and FFI
Replies: 17
Views: 717

Re: Garbage Collector and FFI

Come on, that's not the entire code. That's true, but i simply can't post my entire game. No one is asking you to do that. What we're asking for is a self-contained test program that can reproduce the problem. I've modified your code by adding this at the beginning of your code: local ffi = require...
by pgimeno
Sun May 12, 2024 12:05 am
Forum: General
Topic: [Help] Techniques for scaling
Replies: 24
Views: 1162

Re: [Help] Techniques for scaling

Interesting, so I should also deal with the rounding and animation problems. Conceptually, do you know what could be the underlying cause of the rounding and animation issues? I don't know the cause of the animation issues because I haven't looked into how you animate; I just saw the animation to c...