Search found 16 matches

by JohnnyC
Fri Sep 02, 2016 4:46 am
Forum: Support and Development
Topic: anim8 - initializing bullet animations during runtime
Replies: 2
Views: 1741

Re: anim8 - initializing bullet animations during runtime

raidho36 wrote:

Code: Select all

bullet.animation = animations[ name ]
hahaha
I knew there was a more obvious way. It's pretty crushing how obvious it turned out to be.
Thanks.
by JohnnyC
Fri Sep 02, 2016 4:41 am
Forum: Support and Development
Topic: anim8 - initializing bullet animations during runtime
Replies: 2
Views: 1741

anim8 - initializing bullet animations during runtime

Right now I'm struggling with a good way to manage initializing different bullet animations during runtime using anim8. Right now I have an animations table that has all my animations for bullets that is loaded at the beginning. { redBullet = anim8.newAnimation(b(3,8), 0.1), redFire = anim8.newAnima...
by JohnnyC
Tue Aug 30, 2016 7:36 am
Forum: Support and Development
Topic: Playing videos in Love2D
Replies: 5
Views: 3907

Re: Playing videos in Love2D

Yeah as long as the video backdrop isn't like off by 10 seconds it should be fine. I'll try it in the near future once I fix this issue I'm having.
by JohnnyC
Tue Aug 30, 2016 2:27 am
Forum: Support and Development
Topic: Playing videos in Love2D
Replies: 5
Views: 3907

Playing videos in Love2D

How resource intensive would it be to have the background of a SHMUP be a video? For example Giga Wing 2 (because it is one of my favorite shmups) has a really nice 3d background during the stage. https://youtu.be/xEMG0TUIzg0?t=1m19s Would I be able to create a video background and have it play behi...
by JohnnyC
Tue Aug 30, 2016 2:11 am
Forum: Libraries and Tools
Topic: autobatch: Automates the use of SpriteBatches when drawing
Replies: 15
Views: 15828

Re: autobatch: Automates the use of SpriteBatches when drawing

At the very least it is a very noticeable improvement when used with anim8.
Image
Image on the left - autobatch off - 40-48 FPS - 6000 bullets on screen.
Image on the right - autobatch on - 87-90 FPS - 9700-9800 bullets on screen.
by JohnnyC
Sat Aug 27, 2016 8:20 am
Forum: Support and Development
Topic: BulletManager (performance argument)
Replies: 23
Views: 9273

Re: BulletManager (performance argument)

Never thought about giving objects a lifetime til expiration. Seems a bit redundant with collision detection though? Looks good, I'll try and recreate that code and see how it works out. If anything one thing I'm absolutely going to steal is the, "do not draw if outside of visible screen" ...
by JohnnyC
Sat Aug 27, 2016 7:56 am
Forum: Support and Development
Topic: BulletManager (performance argument)
Replies: 23
Views: 9273

Re: BulletManager (performance argument)

Here is the code I have so far in load I populate the bullets to be used. function bulletInformation() for i=1,20000 do bulletTablePopulate() end end Enemies call testFire and fire when the timer hits 0. function enemyTestFire(v) if v.timer > 0 then v.timer = v.timer - 0.1 else bulletCreate2(v.x,v.y...
by JohnnyC
Sat Aug 27, 2016 6:40 am
Forum: Support and Development
Topic: BulletManager (performance argument)
Replies: 23
Views: 9273

Re: BulletManager (performance argument)

44K bullets? I'm curious on your computer lol because I have performance issue at 2.5k bullets which is why I started looking for another way to deal with bullets. That said I started using anim8 and not generating tons of newImage calls (which in hindsight should've been obviously silly), so that m...
by JohnnyC
Sat Aug 27, 2016 6:14 am
Forum: Support and Development
Topic: BulletManager (performance argument)
Replies: 23
Views: 9273

BulletManager (performance argument)

My Shmup code is starting to look like spaghetti so I was rewriting my entire bullet module. However I'm not entirely sure what the best way to go by doing this is. I want to preload a table with like 10,000 bullets with an alive == false value. Then when createBullet() is called instead it just loo...
by JohnnyC
Wed Aug 24, 2016 12:45 am
Forum: Support and Development
Topic: bump.lib cannot get filters working
Replies: 6
Views: 4303

Re: bump.lib cannot get filters working

Thank you, the example code you made was very useful. I got it working, you actually explained it properly earlier but I just didn't understand it properly. I had other.isenemy because that is how it is in the example on github. I was preoccupied with the 'is' thinking it was important to have, like...