Search found 3071 matches

by slime
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.
by slime
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.
by slime
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.
by slime
Wed Sep 07, 2011 12:27 am
Forum: Support and Development
Topic: Infinite world
Replies: 16
Views: 6130

Re: Infinite world

tentus wrote:Seriously, why do we even have Box2D in Love if everyone hates it so much?
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.
by slime
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.
by slime
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.

Jasoco wrote:Are there any nightly Mac builds? I still have one I got a month ago.
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.zip

Intel only.
by slime
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.
by slime
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.
by slime
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:

Code: Select all

local icon = love.graphics.newImage("gfx/icon.png")
love.graphics.setIcon(icon)
Also, the wiki says that setIcon might not work on windows. :/
by slime
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.