Search found 13 matches

by asmageddon
Mon Jul 18, 2016 5:56 pm
Forum: Libraries and Tools
Topic: autobatch: Automates the use of SpriteBatches when drawing
Replies: 15
Views: 6322

Re: autobatch: Automates the use of SpriteBatches when drawing

You do make a fair point :c I suppose it could still be nice if it was used only for drawing images directly, without shadders or wrapping, and included some padding in the atlas to prevent bleeding.
by asmageddon
Mon Jul 18, 2016 2:06 pm
Forum: Libraries and Tools
Topic: autobatch: Automates the use of SpriteBatches when drawing
Replies: 15
Views: 6322

Re: autobatch: Automates the use of SpriteBatches when drawing

Yeah but that doesn't seamlessly improve the performance of code not using a texture atlas, and I think that would be a really nice feature.
by asmageddon
Sun Jul 17, 2016 9:50 am
Forum: Libraries and Tools
Topic: autobatch: Automates the use of SpriteBatches when drawing
Replies: 15
Views: 6322

Re: autobatch: Automates the use of SpriteBatches when drawing

Ah! Awesome thing. I thought of doing something like that myself, a fair while ago, but never got around to it. I might take it for a spin sometime, see if I can integrate my texture atlas into it somehow, to allow batching even when the original images aren't the same.
by asmageddon
Thu Jul 14, 2016 1:58 am
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 167
Views: 92316

Re: ImGui löve module

I agree with Trebgarta. Handling flags as numbers, with OR, is a practice I absolutely abhor. There is very little reason to have it here, the added complexity isn't a big deal at all.
by asmageddon
Wed Jul 13, 2016 7:52 am
Forum: Libraries and Tools
Topic: Shädows (A light engine)
Replies: 40
Views: 20696

Re: Shädows (A light engine)

I think it looks good, though the lights look a bit odd when they add up to that bright blotch. I guess that's more of a problem for HDR than anything else, though.
by asmageddon
Tue Jul 12, 2016 8:47 am
Forum: Libraries and Tools
Topic: Shädows (A light engine)
Replies: 40
Views: 20696

Re: Shädows (A light engine)

Halo: http://i.imgur.com/BbUE2MS.png

Btw, you should probably do soft shadows not with shaders, but with polygons, texturing the penumbra with a gradient triangle, at least that's how I've seen it done.
by asmageddon
Tue Jul 12, 2016 8:41 am
Forum: Libraries and Tools
Topic: [Library] modrun - an alternative plug&play love.run with callbacks, custom events, and more.
Replies: 3
Views: 969

Re: [Library] modrun - an alternative plug&play love.run with callbacks, custom events, and more.

Oh. You're right, of course. I fixed them and pushed. I haven't removed pre_quit for now, although I feel like I should... I'm bad at decisions, sigh. Regarding callbacks, what do you think about the dispatch callback? I thought about adding "callback groups", where it's possible to register a table...
by asmageddon
Mon Jul 11, 2016 11:04 am
Forum: Libraries and Tools
Topic: Light, a shadow system for LÖVE
Replies: 16
Views: 4995

Re: Light, a shadow system for LÖVE

Hey, I have an optimization suggestion: While it'd increase the amount of drawcalls, you could probably optimize the raycasting tremendously with some mipmapping, binary search, and clever sampling, let me explain: Say you have a 360x512 polar bitmap of the scene, first you generate 360x128, 360x32,...
by asmageddon
Mon Jul 11, 2016 10:51 am
Forum: Libraries and Tools
Topic: [Library] modrun - an alternative plug&play love.run with callbacks, custom events, and more.
Replies: 3
Views: 969

[Library] modrun - an alternative plug&play love.run with callbacks, custom events, and more.

Just something I've written for an older project of mine, and polished up recently. It doesn't modify any existing behavior, which means it's 100% safe to plug into any love project that doesn't replace love.run . Its featureset is fairly simple: The primary features are: Callbacks - The ability to ...
by asmageddon
Mon Jul 11, 2016 8:34 am
Forum: Libraries and Tools
Topic: Shädows (A light engine)
Replies: 40
Views: 20696

Re: Shädows (A light engine)

Hey, I played with it a bit, definitively looks nice - though I'm not a fan of the filters you include by default, tbh. I tried playing around with the, ahem, bodycount, and on my moderately powerful PC, with 40 static + 40 dynamic bodies, the FPS dips below 60 FPS at around 20-22 lights - not awful...