Search found 166 matches

by Tanner
Sun Apr 30, 2017 1:59 pm
Forum: Ports
Topic: Love.js - A Direct Emscripten Port
Replies: 103
Views: 76077

Re: Love.js - A Direct Emscripten Port

Hi, First of all, totally awesome that there is a tool to port my löve to javascript, thank you for creating it! I've been working on a game now for a few months and I think it's ready to be published. However, the ported Love.js throws an exception of, I guess, running out of memory. Here's what I...
by Tanner
Sat Apr 22, 2017 2:55 pm
Forum: Libraries and Tools
Topic: Polyline.lua
Replies: 0
Views: 1291

Polyline.lua

https://github.com/TannerRogalsky/polyline.lua This is an implementation of Love's line drawing algorithm in pure Lua. The API was designed with Love's Mesh API in mind but the output is pure vertex data and could be adapted to other uses. API The API is a single function. local vertices, indices, d...
by Tanner
Sat Apr 08, 2017 12:18 pm
Forum: Support and Development
Topic: Noob Question: my game feels laggy?
Replies: 6
Views: 1598

Re: Noob Question: my game feels laggy?

On my machine, your game runs at 60 FPS. In fact, it runs so well that, according to the LuaJIT profiler, most of the CPU time is spent in the engine and your draw function only accounts for a measly 3%. If you're seeing bad performance, it's possible that you need to update your graphics drivers. M...
by Tanner
Fri Mar 31, 2017 12:40 pm
Forum: Ports
Topic: LövePotion - LÖVE on 3DS Homebrew
Replies: 46
Views: 51746

Re: LövePotion - LÖVE on 3DS Homebrew

love.timer.getTime seems to be implemented. https://github.com/VideahGams/LovePotio ... imer.c#L41
by Tanner
Mon Feb 13, 2017 8:22 pm
Forum: Libraries and Tools
Topic: How to render realistic planets in love2d
Replies: 9
Views: 4631

Re: How to render realistic planets in love2d

Also I think you can compute planet coordinates programmatically, that would reduce texture bandwidth. May be more expensive though. Texture maps to flattened sphere by sine and cosine, reverse would be arcsine and arccosine. Yep! If you save them in a mesh it's probably faster for initial load and...
by Tanner
Sun Feb 12, 2017 1:19 pm
Forum: Libraries and Tools
Topic: love-release - in Lua ! - makes LÖVE game release easier
Replies: 148
Views: 92610

Re: love-release - in Lua ! - makes LÖVE game release easier

Is there a way to *not* install it via luarocks (don't want luarocks for a couple of reasons) or (preferably *and*) use this thing with LuaJIT? I can see that the description does mention that it can be done, but whenever I try lo launch this, I'm getting a huge error about missing modules (althoug...
by Tanner
Sat Feb 11, 2017 9:06 pm
Forum: Support and Development
Topic: Forum Problems
Replies: 46
Views: 6403

Re: Forum Problems

Skeletonxf wrote:
Sat Feb 11, 2017 8:45 pm
So I've got a really weird bug(s) on the index pages when viewing from a phone.

http://i.imgur.com/fD9ocB1.png

This started today and not when this thread was made as well?
Clear your browser cache.
by Tanner
Thu Feb 09, 2017 12:19 pm
Forum: Support and Development
Topic: Friction and exact collision
Replies: 7
Views: 1627

Re: Friction and exact collision

The box2d website also has a great resource on jumping mechanics. http://www.iforce2d.net/b2dtut/jumping
by Tanner
Tue Feb 07, 2017 12:39 pm
Forum: General
Topic: LÖVE Jam
Replies: 42
Views: 12230

Re: LÖVE Jam

When you submit.
by Tanner
Mon Feb 06, 2017 3:06 pm
Forum: Libraries and Tools
Topic: LÖVE-Nuklear - a lightweight immediate mode GUI
Replies: 61
Views: 64961

Re: LÖVE-Nuklear - a lightweight immediate mode GUI

No additional configuration was required for me on my platform.