Search found 1691 matches

by zorg
Tue Jul 25, 2017 7:36 am
Forum: Support and Development
Topic: Gun Image, and while true dos?
Replies: 6
Views: 173

Re: Gun Image, and while true dos?

Also, löve already has a while true do loop, in love.run, which is the game loop itself...
by zorg
Mon Jul 24, 2017 12:44 pm
Forum: Games and Creations
Topic: Android games
Replies: 3
Views: 118

Re: Android games

you forgot the / in the closing [/url] tags.
by zorg
Mon Jul 24, 2017 6:50 am
Forum: Support and Development
Topic: Help me understand love.math.noise usage properly...
Replies: 15
Views: 804

Re: Help me understand love.math.noise usage properly...

DarkShroom wrote:
Sun Jul 23, 2017 2:40 pm
actually according to the oxford dictionary, "artifact" is the american version, we have been programmed by americans again!
zorg wrote:
Sun Jun 04, 2017 6:58 am
3. The american version is the modified one: https://en.wiktionary.org/wiki/artifact#English
Already said that. :P
by zorg
Sat Jul 22, 2017 10:37 am
Forum: Support and Development
Topic: assigning table.remove to a variable then using it to print a number
Replies: 2
Views: 86

Re: assigning table.remove to a variable then using it to print a number

Also, the following code local possibleFlowerPositions = {} for y = 1, 14 do for x = 1, 19 do table.insert(possibleFlowerPositions, {x = x, y = y}) end end is equivalent to this: local possibleFlowerPositions = {} for y = 1, 14 do for x = 1, 19 do possibleFlowerPositions[#possibleFlowerPositions+1] ...
by zorg
Sat Jul 22, 2017 10:32 am
Forum: General
Topic: Memory Management
Replies: 4
Views: 179

Re: Memory Management

Hydrolek99 wrote:
Sat Jul 22, 2017 7:17 am
Ok. That seems simple enough. Thank you. :-)
So all I would need to do to free up space is tell the garbage collection to do it somewhere in my code?
Yes, you can force it by calling collectgarbage, but even without that, the resources will be freed automatically, sooner or later.
by zorg
Fri Jul 21, 2017 6:57 am
Forum: Libraries and Tools
Topic: timetraveler.lua - A rewind module for LÖVE
Replies: 9
Views: 291

Re: timetraveler.lua - A rewind module for LÖVE

Löve doesnt use fixed timesteps though. The fact that vsync is on by default only functions as a coincidence regarding forcing the combined game loop (love.run) to execute once every <selected screen's vertical refresh rate> times a second. And even then, if you have multiple screens, moving the gam...
by zorg
Fri Jul 21, 2017 6:52 am
Forum: General
Topic: Memory Management
Replies: 4
Views: 179

Re: Memory Management

I never heard of love.discard myself, and i'm not sure if the lua collectgarbage function would free up space taken up by graphics, since those are on the C++ side; still, if you don't have any lua variable pointing to a resource, löve would eventually free those automatically, so this is not someth...
by zorg
Fri Jul 21, 2017 4:51 am
Forum: Libraries and Tools
Topic: timetraveler.lua - A rewind module for LÖVE
Replies: 9
Views: 291

Re: timetraveler.lua - A rewind module for LÖVE

I looked at the code, and i see that you only use dt in the record function to decide whether or not the beginning of the stored data should be trimmed to limit the interval one can rewind back. You could remove the argument from the other function since it's not used. This is a good way of handling...
by zorg
Wed Jul 19, 2017 2:19 am
Forum: Support and Development
Topic: How to delete a Sprite from a SpriteBatch
Replies: 2
Views: 117

Re: How to delete a Sprite from a SpriteBatch

You can either remove and re-add all sprites into the batch, skipping the ones you want to "delete", or you can set the ones slated for deletion to the degenerate case of having scale factors 0,0; which won't draw the sprite at all, though it will still take up one index.