Working on remaking Lovox with Positive07 using the new 11.2 features.
So far we're setting up the vertices in a mesh using FFI structs, and we also got depth testing working.
EDIT: Oh and if anybody is interested, the source code can be found here!
Search found 243 matches
- Sun Jul 08, 2018 1:44 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1512910
- Sat Jul 07, 2018 11:31 am
- Forum: Support and Development
- Topic: VSync - Half Refresh / Skip Frames
- Replies: 5
- Views: 5498
Re: VSync - Half Refresh / Skip Frames
I also wonder why you would limit people that have paid for a high refresh rate monitor to 30 fps
- Sun Jul 01, 2018 12:23 pm
- Forum: General
- Topic: SAT collision
- Replies: 2
- Views: 3372
Re: SAT collision
Okay with what exactly?
- Fri Jun 08, 2018 11:01 am
- Forum: General
- Topic: Journal of Making a Love2D Point and Click Game
- Replies: 4
- Views: 5534
Re: Journal of Making a Love2D Point and Click Game
It's good that you have a clear goal in mind. Your expectations seem realistic as well, so I think you're all good on that part. The best advice I can give you is to make sure to act along your skill level. If you are having trouble implementing something in your game because you just lack the knowl...
- Fri Jun 08, 2018 9:18 am
- Forum: General
- Topic: Journal of Making a Love2D Point and Click Game
- Replies: 4
- Views: 5534
Re: Journal of Making a Love2D Point and Click Game
I'm not trying to discourage you, but I do want to bring it to your attention that this project is quite ambitious. From what I understand from your post, this is your first game in Love. Maybe even programming in general, but you seem to know some terms. In such a case. Taking on such a project can...
- Mon May 21, 2018 6:34 pm
- Forum: Games and Creations
- Topic: Cube Renderer
- Replies: 12
- Views: 15726
Re: Cube Renderer
Really cool project!
For reference, the depth buffer was messed up for me as well (GTX 960), but it did work properly on my laptop I believe (840m).
For reference, the depth buffer was messed up for me as well (GTX 960), but it did work properly on my laptop I believe (840m).
- Mon May 21, 2018 6:03 pm
- Forum: Support and Development
- Topic: Improvements in Collision Resolution System
- Replies: 3
- Views: 2120
Re: Improvements in Collision Resolution System
One neccessary improvment would be to implement a spatial hash. It will make it so you're game will perform well, even with hundreds of thousands of colliders.
- Sat May 12, 2018 12:00 am
- Forum: Libraries and Tools
- Topic: Concord - A feature-complete ECS
- Replies: 6
- Views: 11713
Re: Concord - A feature-complete ECS
I think LOVE (And Concord) would work fine for your goals. You'll need to do some clever tricks though, as you are already aware: Definitely use chunks. Don't make them too small or you'll spend a lot of time loading / unloading constantly. Definitely have 3 states for your chunks. Loaded, unloaded ...
- Fri May 11, 2018 11:22 pm
- Forum: Libraries and Tools
- Topic: Concord - A feature-complete ECS
- Replies: 6
- Views: 11713
Concord - A feature-complete ECS
"ANOTHER ECS library? What's the point? There's already dozens of those out there!" ...Is probably what's going trough your mind right now. And yes, the "market" is quite saturated with ECS implementations, but Concord is a bit unique. In a nutshell, it offers loads of advanced ...
- Tue May 08, 2018 3:56 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1512910
Re: What's everyone working on? (tigsource inspired)
Trying to make my previous Ludum Dare game Runic Forest as pretty as I can:
And the old for reference:
And the old for reference: