Search found 445 matches

by Ulydev
Sat Apr 06, 2019 8:53 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 74
Views: 98915

Re: push - a resolution-handling library

I just changed the first parameter to "canvas" instead of (what would be) canvas.canvas on line 92 and it seems to work now!! A bunch of my stuff is off-screen during full-screen mode though, which I will need to fix. But I know how to fix that. I am certain my brute-forcing of line 92 is...
by Ulydev
Sat Apr 06, 2019 2:28 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 74
Views: 98915

Re: push - a resolution-handling library

Oops, looks like you also need to apply the fix to line 138. Along with any other call to love.graphics.setCanvas(167, 171, 175, 192, and 213).
by Ulydev
Sat Apr 06, 2019 7:30 am
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 74
Views: 98915

Re: push - a resolution-handling library

I am unable to get this library to work with stencils. I am getting this error, which I don't know how to fix: Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas. I am using canvases, shaders, and stecils. Hi ac3r...
by Ulydev
Sat Mar 30, 2019 12:35 pm
Forum: Games and Creations
Topic: Simple Escape Room Engine
Replies: 2
Views: 5472

Re: Simple Escape Room Engine

That's really cool! I want to play more :-)
by Ulydev
Sun Jan 27, 2019 4:06 pm
Forum: Libraries and Tools
Topic: sync.lua -- high-level api to make writing multiplayer games easier
Replies: 11
Views: 10757

Re: sync.lua -- high-level api to make writing multiplayer games easier

This is a great tool! I just realized you work at Expo, that's really cool! I'm using your toolchain on a daily basis, thanks for your work!
by Ulydev
Fri Jan 25, 2019 12:56 am
Forum: General
Topic: Article on raytracing for beginners
Replies: 0
Views: 2896

Article on raytracing for beginners

Hello, dear LÖVE community, I've ran into a really interesting article today that I thought I'd share with you. It guides you through all the steps to implement a basic, but functioning ray tracer. I think it could be very useful/interesting for everyone to read. Here's the article/guide: https://gi...
by Ulydev
Sat Dec 29, 2018 2:35 pm
Forum: General
Topic: difference between ‘local Class = require("Class")’ and ‘require "Class"’?
Replies: 2
Views: 1900

Re: difference between ‘local Class = require("Class")’ and ‘require "Class"’?

It all depends on how your module is organized. You could either have a file returning something ( return myLibrary ), in which case you’ll use local myLibrary = require ... or directly injecting into the global scope ( myLibrary = ... ), then require it directly. Indeed, the best practice is to use...
by Ulydev
Fri Sep 21, 2018 6:27 pm
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 169
Views: 143436

Re: ImGui LÖVE module

ArchAngel075 wrote: Fri Sep 21, 2018 1:35 pm -
Had the same problem, did the same thing with setting a custom drag payload and checking whether the target area is hovered, it works but doesn't feel as good as using native ImGui's DragDrop* methods.
by Ulydev
Wed Sep 12, 2018 2:53 pm
Forum: General
Topic: How to turn the pages if it does not have turning button?
Replies: 3
Views: 1957

Re: How to turn the pages if it does not have turning button?

This is a good question. But it's actually easier than you think. If the pages don't have a turning button, simply lick your finger to make it wet, then gently hold the bottom-right corner of the page between your index and your thumb. Once you have grabbed it, move your hand to the left side and th...
by Ulydev
Wed Sep 12, 2018 2:48 pm
Forum: Support and Development
Topic: is initializing a local variable in mouse move ok?
Replies: 3
Views: 1268

Re: is initializing a local variable in mouse move ok?

I don't think this will have any meaningful impact on performance. As for memory usage, Lua's garbage collector will take care of it, so it's fine.