Search found 206 matches

by I~=Spam
Tue Apr 14, 2015 3:42 pm
Forum: Ports
Topic: [Obsolete] LöveFTW progress thread
Replies: 22
Views: 17919

Re: LöveFTW progress thread

would this increase performance on windows platforms ? No definitely not. http://superuser.com/questions/571278/windows-8-metro-apps-are-slower-then-classic-apps Hmm I was in a rush and didn't check if the link had the info I wanted.... oh well. Well this link is someone complaining about startup t...
by I~=Spam
Tue Apr 14, 2015 1:55 am
Forum: Ports
Topic: [Obsolete] LöveFTW progress thread
Replies: 22
Views: 17919

Re: So with the recent GDC annoucnements from Microsoft...

jjmafiae wrote:would this increase performance on windows platforms ?
No definitely not. http://superuser.com/questions/571278/w ... assic-apps
by I~=Spam
Tue Apr 14, 2015 1:40 am
Forum: Support and Development
Topic: Source code loading from .txt file :P
Replies: 4
Views: 2304

Re: Source code loading from .txt file :P

Do this: -- load file contents as a string contents = love.filesystem.read("/path/to/file") -- execute string loadstring(contents) () -- use this if you want to "catch" any errors that are thrown when running this string of code -- assert(loadstring(contents)) () This might also ...
by I~=Spam
Tue Apr 14, 2015 1:00 am
Forum: General
Topic: Why is print() so expensive?
Replies: 12
Views: 3652

Re: Why is print() so expensive?

undef wrote:Printing is mainly used for debugging purposes, so you usually wouldn't print out hundreds of lines of code per frame.
Therefore it isn't regarded as an efficiency impairment for game development.
Ahh that makes sense.
by I~=Spam
Mon Apr 13, 2015 5:06 pm
Forum: General
Topic: Why is print() so expensive?
Replies: 12
Views: 3652

Re: Why is print() so expensive?

Out of curiosity... why is unbuffered io used? Is it so that if love crashes the console will still have all output? Or is it something else?
by I~=Spam
Sun Apr 12, 2015 3:42 am
Forum: Ports
Topic: [Obsolete] LöveFTW progress thread
Replies: 22
Views: 17919

Re: So with the recent GDC annoucnements from Microsoft...

Whoo! Many kudos to you! ;) :nyu: (and the SDL team too!)
by I~=Spam
Sat Apr 11, 2015 3:57 am
Forum: Ports
Topic: Yae - Game engine for MoonScript, in MoonScript
Replies: 59
Views: 55346

Re: NÖN [Windows, Linux, OS X, Android, iOS, Ouya]

Today I was again working on NON and I tried to test simple LOVE sample on it (Passing Clouds). It worked without any modifications (except conf.lua of course). Here is screenie: :shock: That is amazing! Now I really want to know how well this performs on mobile. LOVE used to have a "port"...
by I~=Spam
Thu Apr 09, 2015 7:52 pm
Forum: Ports
Topic: Yae - Game engine for MoonScript, in MoonScript
Replies: 59
Views: 55346

Re: NÖN [Windows, Linux, OS X, Android, iOS, Ouya]

Wow! You are adding features really fast! :awesome: (I remember when no new version of LOVE was released for 2 years...) Working on Ouya support. Right now, engone supports it but there is almost no way to get input from controllers. That is cool! Too bad about the controllers... I am sure someone h...
by I~=Spam
Mon Apr 06, 2015 3:22 am
Forum: Ports
Topic: Yae - Game engine for MoonScript, in MoonScript
Replies: 59
Views: 55346

Re: NÖN [Windows, Linux, Mac OSX, Android, iOS]

I was working on this "port" for a long time. But I was gaining courage to post it also here I am glad you posted here. :megagrin: :nyu: I am having small problems with metatables in LuaJ backend right now, but most of API is already finished. Only thing left is non.graphics module and ma...
by I~=Spam
Fri Apr 03, 2015 8:09 pm
Forum: Ports
Topic: Yae - Game engine for MoonScript, in MoonScript
Replies: 59
Views: 55346

Re: NÖN [Windows, Linux, Mac OSX, Android, iOS]

Decided to change API to be mostly compatible with LOVE. Be ready for next update Also, working on IDE. Great! I am making small changes to make it work with current version and adding support for LOVE projects That would be really awesome! Great idea! :awesome: and in NÖN you would do this: CODE: ...