Search found 39 matches

by Simtex
Sat Sep 03, 2011 11:56 pm
Forum: Support and Development
Topic: Texture size, SpriteBatches, Quads, and PO2
Replies: 1
Views: 1021

Texture size, SpriteBatches, Quads, and PO2

For my current project I just implemented a simple system to create texture atlases on the fly so as to hopefully generate some performance improvements via SpriteBatches + Quads. I could "pre-cook" the atlases manually but I wanted the ease and flexibility of being able to switch textures in and ou...
by Simtex
Mon Jul 04, 2011 6:46 pm
Forum: Games and Creations
Topic: Eternity
Replies: 42
Views: 8961

Re: Eternity

Any chance the "Robot Slaves" could be turned into "Robot Löve Slaves"? Because lets face it, space is lonely.
by Simtex
Mon Jul 04, 2011 4:40 am
Forum: Support and Development
Topic: Strange Performance Issues
Replies: 4
Views: 1825

Re: Strange Performance Issues

My point is that don't be too surprised by a massive frame drop when you're fps is at 700. It will take you a while to chisel that down to below 60. I understand what you are saying, and you are certainly correct that the first couple objects are the biggest hits to performance, and adding more is ...
by Simtex
Sun Jul 03, 2011 10:45 pm
Forum: Support and Development
Topic: Strange Performance Issues
Replies: 4
Views: 1825

Strange Performance Issues

I've got some strange performance issues that I wanted to see if others were getting. Now this is running on a laptop video card, but one of the newer ones (Intel 4500MHD). On this computer I can play this... http://riot-web-static.s3.amazonaws.com/media/screens/19.JPG (game called League of Legends...
by Simtex
Mon Mar 14, 2011 12:46 am
Forum: Support and Development
Topic: Problem overriding love.graphics.print
Replies: 11
Views: 2114

Re: Problem overriding love.graphics.print

That's an horrible idea though. I would not recommend doing that. If you need that extra functionality, just add a new function. You don't even need to define it inside the love.graphics namespace. I would suggest not to redefine any API functions I agree. Well that is certainly interesting. I wond...
by Simtex
Sun Mar 13, 2011 9:20 pm
Forum: Support and Development
Topic: Problem overriding love.graphics.print
Replies: 11
Views: 2114

Re: Problem overriding love.graphics.print

BlackBulletIV wrote: I think should only need to call love.graphics.scale once, in love.load or something. But, I might be wrong.
Scale & translate both only last until love.draw() exits, so you have to call them every time you call love.draw().
by Simtex
Sun Mar 13, 2011 8:51 pm
Forum: Support and Development
Topic: Problem overriding love.graphics.print
Replies: 11
Views: 2114

Re: Problem overriding love.graphics.print

This might sound silly but try putting the print function before draw this might be wrong but I had a problem just link this in a standard lua function when calling functions like you are maybe it will work maybe not but at lest its a try ? Yeah I messed around with positioning a bit myself, it doe...
by Simtex
Sun Mar 13, 2011 8:42 pm
Forum: Support and Development
Topic: Problem overriding love.graphics.print
Replies: 11
Views: 2114

Problem overriding love.graphics.print

This scales properly: love.graphics.oldPrint = love.graphics.print function love.draw() love.graphics.scale(2, 2) love.graphics.print("Hardcore LOVE", 1, 1) end function love.graphics.print(text, x, y) love.graphics.oldPrint(text, x, y) end This doesn't (only the position of love.graphics.scale has ...
by Simtex
Tue Nov 16, 2010 1:12 am
Forum: General
Topic: Quick Lua math question
Replies: 47
Views: 5099

Re: Quick Lua math question

This is apparently already solved, but for what it is worth I had a similar problem while designing a random dungeon generator in Love. The solution that worked well for me was the following: math.randomseed(os.time() + love.timer.getTime()) Using os.time() by itself as the seed would often recreate...
by Simtex
Tue Nov 02, 2010 10:39 pm
Forum: Games and Creations
Topic: Unnamed Space RTS
Replies: 13
Views: 4662

Re: Unnamed Space RTS

A developer would have to confirm this, but I believe Love networking is based on LuaSockets which is actually written in C then linked into Lua. So the actual time critical stuff is C based.

RakNet is cool though (though it has commercial limitations).