Search found 87 matches

by Nelvin
Wed May 15, 2019 9:53 pm
Forum: General
Topic: Depth buffer and slanted sprites?
Replies: 14
Views: 7860

Re: Depth buffer and slanted sprites?

Not sure what you mean with I assume - it's really no new finding that you can't sort iso objects by a single depth value (that's derived from the objects size/position) - if you never had this problem, you've never implemented an iso engine with variable sized objects and you're the one assuming. B...
by Nelvin
Wed May 15, 2019 6:26 am
Forum: General
Topic: Depth buffer and slanted sprites?
Replies: 14
Views: 7860

Re: Depth buffer and slanted sprites?

That's not going to work in my case, as I've written, it's an isometric game and there's no such thing as a simple single Z value you can correctly sort your objects with. Also it's not the sorting that's an issue, it's having dozens of 2k x 2k atlases with no defined sort order. Also, missed to rep...
by Nelvin
Tue May 07, 2019 11:16 pm
Forum: Support and Development
Topic: random number without duplicate [SOLVED]
Replies: 6
Views: 891

Re: random number without duplicate

Most simple/pragmatic solution local x = love.math.random(1, 4) local y = love.math.random(1, 3) if x == y then y = y + 1 end This isn't uniform. You will only get a 4 in the second number if the first one is a 3, so the pairs (1, 4) and (2, 4) don't appear at all. Good catch, haven't really though...
by Nelvin
Tue May 07, 2019 8:09 pm
Forum: Support and Development
Topic: random number without duplicate [SOLVED]
Replies: 6
Views: 891

Re: random number without duplicate

Most simple/pragmatic solution

Code: Select all

local x = love.math.random(1, 4)
local y = love.math.random(1, 3)
if x == y then y = y + 1 end
by Nelvin
Mon Apr 29, 2019 2:13 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1699
Views: 460346

Re: What's everyone working on? (tigsource inspired)

Last week, our "team" (we're just two) met physically for the first time as we live about 600km away from each other. Had a great and pretty productive week. One of the features we worked on, were trees/forest tiles. Now our forest tiles are implemented as a randomized layer of trees (random number,...
by Nelvin
Sun Apr 21, 2019 3:56 pm
Forum: General
Topic: Depth buffer and slanted sprites?
Replies: 14
Views: 7860

Re: Depth buffer and slanted sprites?

Thanks for the discard tip and sample. I know the issues with alphablending. CPU sorting in simple samples is of course easy but it is a much bigger problem and a performance issue in my case as it's a isometric game with a typical view of at least a few 1000 of tiles/objects and potentially hundred...
by Nelvin
Sun Apr 21, 2019 8:14 am
Forum: General
Topic: Depth buffer and slanted sprites?
Replies: 14
Views: 7860

Re: Depth buffer and slanted sprites?

Is there actually a way to handle alpha (well at least fully opaque/transparent pixels) in combination with the depth buffer, i.e. is there an option to only write to the depth buffer if a pixel is opaque? This would allow to render sprites out of order and doing so, improve batching a lot in games ...
by Nelvin
Thu Apr 04, 2019 7:38 pm
Forum: General
Topic: Game like Overwhelm
Replies: 11
Views: 9634

Re: Game like Overwhelm

No idea how they did it, but Tiled (https://www.mapeditor.org/) is always a decent option.
by Nelvin
Fri Mar 15, 2019 9:52 am
Forum: Games and Creations
Topic: Get mouse coordinates on a rotated "grid"
Replies: 15
Views: 10052

Re: Get mouse coordinates on a rotated "grid"

Hm so far haven't used it (my game is built using 0.10.2) but I've just tried a small hacky version and it seems to work as expected. See the .love file attached. It works both, using the transform object and the helper function of love.graphics. The one in love.graphics obviously only as long as it...