Search found 243 matches

by Tjakka5
Sun Jul 08, 2018 1:44 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1500242

Re: What's everyone working on? (tigsource inspired)

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.
gA1s9VX.gif
gA1s9VX.gif (543.27 KiB) Viewed 17276 times
EDIT: Oh and if anybody is interested, the source code can be found here!
by Tjakka5
Sat Jul 07, 2018 11:31 am
Forum: Support and Development
Topic: VSync - Half Refresh / Skip Frames
Replies: 5
Views: 5488

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
by Tjakka5
Sun Jul 01, 2018 12:23 pm
Forum: General
Topic: SAT collision
Replies: 2
Views: 3360

Re: SAT collision

Okay with what exactly?
by Tjakka5
Fri Jun 08, 2018 11:01 am
Forum: General
Topic: Journal of Making a Love2D Point and Click Game
Replies: 4
Views: 5504

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...
by Tjakka5
Fri Jun 08, 2018 9:18 am
Forum: General
Topic: Journal of Making a Love2D Point and Click Game
Replies: 4
Views: 5504

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...
by Tjakka5
Mon May 21, 2018 6:34 pm
Forum: Games and Creations
Topic: Cube Renderer
Replies: 12
Views: 15658

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).
by Tjakka5
Mon May 21, 2018 6:03 pm
Forum: Support and Development
Topic: Improvements in Collision Resolution System
Replies: 3
Views: 2108

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.
by Tjakka5
Sat May 12, 2018 12:00 am
Forum: Libraries and Tools
Topic: Concord - A feature-complete ECS
Replies: 6
Views: 11641

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 ...
by Tjakka5
Fri May 11, 2018 11:22 pm
Forum: Libraries and Tools
Topic: Concord - A feature-complete ECS
Replies: 6
Views: 11641

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 ...
by Tjakka5
Tue May 08, 2018 3:56 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1500242

Re: What's everyone working on? (tigsource inspired)

Trying to make my previous Ludum Dare game Runic Forest as pretty as I can:
Image

And the old for reference:
Image