Search found 153 matches

by The Burrito
Sun Jun 20, 2010 2:30 pm
Forum: Support and Development
Topic: Performance Comparison
Replies: 2
Views: 811

Re: Performance Comparison

Yeah, it did about how I would expect. This was a little more helpful for optimization: perftestins.png table insert is really slow table[number] = value is really fast what surprised me was that it was visibly faster to define a local variable and then define the table entry vs doing it as one line.
by The Burrito
Sun Jun 20, 2010 4:50 am
Forum: Support and Development
Topic: Performance Comparison
Replies: 2
Views: 811

Performance Comparison

So I thought it might be handy to be able to directly compare the performance of various things, so I wrote this: Performance Test.love Basically it just iterates each test a million times and graphs the results, pressing a key retests. Number over the bar is time in seconds. Perftest.png Thats just...
by The Burrito
Tue Jun 15, 2010 3:19 pm
Forum: Support and Development
Topic: ok, physics explanation please!
Replies: 8
Views: 956

Re: ok, physics explanation please!

Box2D is pretty fast, dozens of bodies and creating / destroying things every frame and my stuff still runs at over 100fps on my netbook. Things I've learned: - Box2D popups are errors, not crashes . If you click ignore generally your game will continue to run. The most common causes I've come acros...
by The Burrito
Mon Jun 14, 2010 4:24 pm
Forum: Support and Development
Topic: ok, physics explanation please!
Replies: 8
Views: 956

Re: ok, physics explanation please!

Yes, that should work just fine, I've done plenty of similar things. as far as the collisions not registering, the data you set with setData will be passed to the functions as the first 2 arguements example: someshape = <shape function> someshape:setData('datas!') world:setCallbacks(myfunc,nil,nil,n...
by The Burrito
Sun Jun 13, 2010 10:45 pm
Forum: General
Topic: Shaders and FBOs
Replies: 53
Views: 9804

Re: Shaders and FBOs

First: The Burrito is the funniest user name I've ever heard. Second: I don't understand why LOVE being able to run on 360 being a reason not to support Direct3D. Also, the mainstream LOVE cannot be compiled to XBOX 360. Third: I am making a 360 edition of LOVE, which is a complete rewrite of the e...
by The Burrito
Sun Jun 13, 2010 6:27 pm
Forum: General
Topic: Shaders and FBOs
Replies: 53
Views: 9804

Re: Shaders and FBOs

Well if it can't be made to run on the xbox360 then that would be even less reason to put effort into directX. With shaders as they are, is there any way to control a shader through lua? like adjusting a value to increase or decrease blur/glow/colour/whatever, or would I have to make seperate shader...
by The Burrito
Sun Jun 13, 2010 3:44 pm
Forum: General
Topic: Shaders and FBOs
Replies: 53
Views: 9804

Re: Shaders and FBOs

I don't see much need for any kind of Dx support. Though I guess you would probably need it for a xbox version of löve, and there are some old graphics cards that are terrible at openGL. Anyways, shaders are very cool, but if they become part of löve they definitely need some sort of easy way to con...
by The Burrito
Sun Jun 06, 2010 6:46 pm
Forum: Libraries and Tools
Topic: Benchmark
Replies: 33
Views: 12853

Re: Benchmark

Pretty cool, I'd like to see one that did maybe a few other tests and then gave an over all "score". I'm also sortof curious, apart from non-po2 issues, has anyone ever really had trouble running any löve games? everything I've tried runs fine on my netbook as long as it fits on the screen. Win 7 x6...
by The Burrito
Fri Apr 23, 2010 6:49 pm
Forum: Support and Development
Topic: tiny bodies breaking physics engine
Replies: 7
Views: 1988

Re: tiny bodies breaking physics engine

The smallest "safe" object is .1 X .1 units, and that should be your cutoff point, by default LÖVE scale is 30px/unit, thus 3X3 pixels is the default minimum. I have a similar box drawing tool for my editor, and it simply cancels creation of the object if its less than 2X2 (I have a smaller physics ...
by The Burrito
Thu Apr 15, 2010 4:59 am
Forum: Support and Development
Topic: Jasoco needs help with Physics/Box2d :-)
Replies: 27
Views: 3077

Re: Jasoco needs help with Physics/Box2d :-)

RevoluteJoints: http://love2d.org/wiki/RevoluteJoint are what I'm currently using to fix things in place that I need to be able to swing/ rotate. A secondary anchor body holds it in place. anchor = love.physics.newBody(world, 0,0, 0). It will pivot around the x/y you give the revolutejoint. joint = ...