Search found 166 matches
- Sun Apr 30, 2017 1:59 pm
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 514200
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...
- Sat Apr 22, 2017 2:55 pm
- Forum: Libraries and Tools
- Topic: Polyline.lua
- Replies: 0
- Views: 2458
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...
- Sat Apr 08, 2017 12:18 pm
- Forum: Support and Development
- Topic: Noob Question: my game feels laggy?
- Replies: 6
- Views: 5148
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...
- Fri Mar 31, 2017 12:40 pm
- Forum: Ports
- Topic: LövePotion - LÖVE on 3DS Homebrew
- Replies: 46
- Views: 114689
Re: LövePotion - LÖVE on 3DS Homebrew
love.timer.getTime seems to be implemented. https://github.com/VideahGams/LovePotio ... imer.c#L41
- Mon Feb 13, 2017 8:22 pm
- Forum: Libraries and Tools
- Topic: How to render realistic planets in love2d
- Replies: 9
- Views: 16989
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...
- Sun Feb 12, 2017 1:19 pm
- Forum: Libraries and Tools
- Topic: love-release - in Lua ! - makes LÖVE game release easier
- Replies: 149
- Views: 202311
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...
- Sat Feb 11, 2017 9:06 pm
- Forum: Support and Development
- Topic: Forum Problems
- Replies: 46
- Views: 20302
Re: Forum Problems
Clear your browser cache.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.
https://love2d.org/imgmirrur/fD9ocB1.png
This started today and not when this thread was made as well?
- Thu Feb 09, 2017 12:19 pm
- Forum: Support and Development
- Topic: Friction and exact collision
- Replies: 7
- Views: 4499
Re: Friction and exact collision
The box2d website also has a great resource on jumping mechanics. http://www.iforce2d.net/b2dtut/jumping
Re: LÖVE Jam
When you submit.
- Mon Feb 06, 2017 3:06 pm
- Forum: Libraries and Tools
- Topic: LÖVE-Nuklear - a lightweight immediate mode GUI
- Replies: 65
- Views: 131173
Re: LÖVE-Nuklear - a lightweight immediate mode GUI
No additional configuration was required for me on my platform.