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 (rand...
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...
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 ...
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...
It's just a minor logic issue. First thing you do, when you reach the powerup, is to activate and move it, whether it's currently active or not so the second codeblock to deactivate the powerup never has a chance to be executed. Removing a bit of redundancy in the code may help to make it simpler to...
Scaling the lightmaps width/height to 10% in this sample still does not look that bad and the number of pixels of the canvas was reduced by 99%, i.e. the update of the lightmap itself consumes very little bandwidth on the GPU. I tried to implement your idea of scaling but with, on top of that, a ca...
What I meant was a canvas of a size that's enough for your requirements, whatever that means depends on the game. I've just added the changes to grumps sample to show what I mean. local lg = love.graphics local gradient = love.image.newImageData(128, 128) gradient:mapPixel(function(x, y) local c = 1...