Right, updated.
UPDATE:
+ Auto-detects the size of the tables, not hard-coded anymore.
+ The shader now uses 'floor' instead of 'round', which isn't supported by some computers.
Also added some line spacing and changed the names of some variables.
Search found 90 matches
- Tue May 01, 2012 6:22 pm
- Forum: Libraries and Tools
- Topic: Cheap-Ass Metaballs
- Replies: 15
- Views: 8191
- Tue May 01, 2012 5:16 pm
- Forum: Libraries and Tools
- Topic: Cheap-Ass Metaballs
- Replies: 15
- Views: 8191
Re: Cheap-Ass Metaballs
Ah, I didn't realise Löve used such an old version. Too much trouble to use newer version?
Works on my pc, which uses ATI video card (HD4670) but pretty up-to-date drivers (updated about a month ago). Thanks for that bit of code tho, will add it when I get time.
Works on my pc, which uses ATI video card (HD4670) but pretty up-to-date drivers (updated about a month ago). Thanks for that bit of code tho, will add it when I get time.
- Tue May 01, 2012 4:06 pm
- Forum: Libraries and Tools
- Topic: Cheap-Ass Metaballs
- Replies: 15
- Views: 8191
Cheap-Ass Metaballs
Something I did a while ago in Gamemaker and recently decided to port to Löve (only actually ported it this afternoon) was a small demo of metaballs. Now, I have absolutely no idea how metaballs are meant to be made, but I hear that it involves maths. And I hate maths. Therefore, when I was working ...
- Tue May 01, 2012 2:31 pm
- Forum: Libraries and Tools
- Topic: Metalines
- Replies: 6
- Views: 5943
Re: Metalines
I'd love to know how you apply this to roguelikes - unless that gives away any trade-secrets?
- Mon Apr 30, 2012 9:26 am
- Forum: Support and Development
- Topic: Need experienced developers!
- Replies: 10
- Views: 3942
Re: Need experienced developers!
You also shouldn't promise a share of the profits, as for someone who will be spending quite a bit of time on your project, that's hardly going to work out if you get bored or drop the project for some reason and it doesn't make it to market. It's easier if the person is someone you know well, but t...
- Fri Apr 27, 2012 2:27 pm
- Forum: Support and Development
- Topic: "Adding" a number to an variable
- Replies: 12
- Views: 8717
Re: "Adding" a number to an variable
What was wrong with the suggestion of just multiplying by 10 and adding the number?
- Tue Apr 24, 2012 7:30 pm
- Forum: Support and Development
- Topic: Explain DT
- Replies: 5
- Views: 4875
Re: Explain DT
Delta Time is the time it takes for the computer to go through all the processing/rendering for a single frame. It is dynamically updated, so it can fluctuate depending on what level of processing the last frame required. Its use in the situation is to regulate the speed at which the game runs. With...
- Wed Apr 18, 2012 7:14 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1512065
Re: What's everyone working on? (tigsource inspired)
Procedural trees - trying to get them to have some degree of randomness, but also need to save the angle values for every branch - bit of a dilemma. Also, drawing hundreds of images just for one tree is highly inefficient - that's the fps in the corner there. Just solved the FPS issue with this: I ...
- Wed Apr 18, 2012 5:31 pm
- Forum: General
- Topic: Löve FPS optimisation
- Replies: 6
- Views: 1907
Löve FPS optimisation
I've been fiddling around with highly repetitive/intensive tasks on Löve, and as an amateur programmer with no formal education in computer science theory (or whatever its called) I have no idea what makes certain functions in Lua and Löve more or less efficient than others. So, could we make a list...
- Wed Apr 18, 2012 4:10 pm
- Forum: General
- Topic: Official Löve logos?
- Replies: 9
- Views: 7574
Re: Official Löve logos?
The svg versions of the blue-circle logos aren't public?