Search found 206 matches
- 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...
- 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...
No definitely not. http://superuser.com/questions/571278/w ... assic-appsjjmafiae wrote:would this increase performance on windows platforms ?
- 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 ...
- 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?
Ahh that makes sense.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.
- 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?
- 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! (and the SDL team too!)
- 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"...
- 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...
- 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...
- 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: ...