Search found 3071 matches
- Wed Sep 07, 2011 10:10 pm
- Forum: Support and Development
- Topic: Do you have to use the callback functions?
- Replies: 5
- Views: 1714
Re: Do you have to use the callback functions?
Indeed. Pretty much every game in existence has update and draw functions, in one form or another.
- Wed Sep 07, 2011 10:07 pm
- Forum: Libraries and Tools
- Topic: The Image Effect Giver
- Replies: 31
- Views: 10330
Re: The Image Effect Giver
Framebuffers/canvases will stay in VRAM all the time until they're gone, taking up space even when they aren't used, I think.
- Wed Sep 07, 2011 3:52 am
- Forum: Support and Development
- Topic: Do you have to use the callback functions?
- Replies: 5
- Views: 1714
Re: Do you have to use the callback functions?
You can redefine the game loop if you want.
- Wed Sep 07, 2011 12:27 am
- Forum: Support and Development
- Topic: Infinite world
- Replies: 16
- Views: 6130
Re: Infinite world
People often misunderstand its uses (or how to use it) because it's essentially a whole new API on top of regular LÖVE. I personally love it, but I also know when to use it and when to stick with my own solution.tentus wrote:Seriously, why do we even have Box2D in Love if everyone hates it so much?
- Tue Sep 06, 2011 8:15 pm
- Forum: Games and Creations
- Topic: Portal 2D (tech demo)
- Replies: 20
- Views: 8890
Re: Portal 2D (tech demo)
This is really cool.
- Mon Sep 05, 2011 3:44 am
- Forum: Support and Development
- Topic: Stuck with variable blur shader.
- Replies: 6
- Views: 2584
Re: Stuck with variable blur shader.
Here's one built from the latest tip and using LuaJIT (with an additional 1-line quickfix to prevent luajit crashing with 0.8.0): http://dl.dropbox.com/u/4214717/love-0.8.0.zipJasoco wrote:Are there any nightly Mac builds? I still have one I got a month ago.
Intel only.
- Sun Sep 04, 2011 12:00 am
- Forum: Support and Development
- Topic: Texture size, SpriteBatches, Quads, and PO2
- Replies: 1
- Views: 2302
Re: Texture size, SpriteBatches, Quads, and PO2
For systems which can't display non-PO2 images, it will be all good as long as the final image (the texture atlas) is PO2. Quads and the source images don't need to be PO2.
There are a few resources on the 'nets about packing textures efficiently into a texture atlas.
There are a few resources on the 'nets about packing textures efficiently into a texture atlas.
- Sat Sep 03, 2011 3:42 am
- Forum: Games and Creations
- Topic: Underlife (WIP)
- Replies: 48
- Views: 18970
Re: Underlife (WIP)
Wow that's really cool.
- Fri Sep 02, 2011 2:29 am
- Forum: Support and Development
- Topic: setIcon giving an Error
- Replies: 3
- Views: 2015
Re: setIcon giving an Error
I believe love.graphics.setIcon takes an image object rather than a string path to an image, so something like this:
Also, the wiki says that setIcon might not work on windows. :/
Code: Select all
local icon = love.graphics.newImage("gfx/icon.png")
love.graphics.setIcon(icon)
- Fri Sep 02, 2011 12:32 am
- Forum: Support and Development
- Topic: Textured Polygon
- Replies: 18
- Views: 7804
Re: Textured Polygon
Quick proof-of-concept using Stencils in LÖVE 0.8.0 (it will give an error without the latest 0.8.0, because stencils aren't in 0.7.2): http://dl.dropbox.com/u/4214717/love/te ... lygon.love
I'm not sure if stencils would be the best way for terrain stuff though.
I'm not sure if stencils would be the best way for terrain stuff though.