Search found 72 matches
- Tue May 26, 2015 9:53 pm
- Forum: General
- Topic: Pixel-perfect in LÖVE
- Replies: 4
- Views: 4031
Re: Pixel-perfect in LÖVE
Something like this? Instead of flooring the coordinates. Edit: -- This Might be what you want, never in between a pixel function pixelPerfectScale(pos,scale) return math.floor(0.5+pos/scale)*scale end Also you could just draw to an unscaled canvas. Then scale the canvas to the screen. --Wrong funct...
- Tue May 12, 2015 1:15 am
- Forum: General
- Topic: questions about 1.0.0 (not 0.10.0)
- Replies: 25
- Views: 9123
Re: questions about 1.0.0 (not 0.10.0)
If the Love guys are using Semantic Versioning, or something like it, then the leftmost number is how many times they've rewritten or massively refactored the code (or significantly broken any source compatibility if being used as a library). So, ideally they wouldn't ever reach 1.0.0, if that were...
- Sat May 09, 2015 6:52 pm
- Forum: General
- Topic: Hi, i don't really know how to solve my problem
- Replies: 9
- Views: 5143
Re: Hi, i don't really know how to solve my problem
There is something wrong with "map_generator.lua" You place non wall segments where there should have been a wall.
The .love I've added now draws red walls instead when map[x][y] == 1. I've also made the math.randomseed(10) so I don't have to go looking for broken wall segment each time.
The .love I've added now draws red walls instead when map[x][y] == 1. I've also made the math.randomseed(10) so I don't have to go looking for broken wall segment each time.
- Sun Apr 19, 2015 11:42 pm
- Forum: General
- Topic: Obligatory Ludum Dare 32 thread
- Replies: 30
- Views: 15921
Re: Obligatory Ludum Dare 32 thread
And It's done :D Might have focused on the small technical a little to much. Art have suffered as a result and no sound at all. It really looks like paper though. http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=46081 http://ludumdare.com/compo/wp-content/compo2//444368/46081-shot0-1...
- Fri Apr 17, 2015 12:51 am
- Forum: General
- Topic: Obligatory Ludum Dare 32 thread
- Replies: 30
- Views: 15921
Re: Obligatory Ludum Dare 32 thread
Well I've been programming for about a year now. So It would be nice to make a game for once.
You know instead of procrastinating by working on my programming tools. Fancy tools, but no tool made a game...
You know instead of procrastinating by working on my programming tools. Fancy tools, but no tool made a game...
- Mon Apr 06, 2015 9:35 pm
- Forum: Support and Development
- Topic: Fix For Laggy Delta Time
- Replies: 14
- Views: 7927
Re: Fix For Laggy Delta Time
How about a more visual test. The upper line is based on monitor vsync and the bottom line is based on dt. Not much difference eh? But look closely and you'll see that one line has more jitter than the other. monitorDTposition = 0 loveDTposition = 0 monitorDT = 1 / select(3,love.window.getMode()).re...
- Mon Apr 06, 2015 3:36 pm
- Forum: Support and Development
- Topic: Fix For Laggy Delta Time
- Replies: 14
- Views: 7927
Re: Fix For Laggy Delta Time
This is my lovely dt with "love.timer.sleep" enabled. The problem is "love.timer.sleep" is way to sleepy and sleeps for 0.015-0.017ms no matter what. Thus interfering with my framerate. 0.020445311442018 0.015627551358193 0.017244277521968 0.015619446989149 0.021231761202216 0.01...
- Mon Apr 06, 2015 3:14 pm
- Forum: Support and Development
- Topic: Fix For Laggy Delta Time
- Replies: 14
- Views: 7927
Re: Fix For Laggy Delta Time
The effect isn't very noticeable most of the time. But due to my computer having a broken "love.timer.sleep()" function, it became very apparent as the dt jumped between 0.0333 and 0.0167 (Due to vsync either doing every frame or every half frame) Here's also an great explanation on why us...
- Mon Apr 06, 2015 3:05 am
- Forum: Support and Development
- Topic: Fix For Laggy Delta Time
- Replies: 14
- Views: 7927
Re: Fix For Laggy Delta Time
dt output. vsync enabled. 0.016141746193171 0.016393890138716 0.01650405395776 0.016975623555481 0.016420305240899 0.016438916325569 0.015358597505838 -- Imagine what will happen here. 0.017257184721529 -- You compute this frame with the dt above. 0.016084713395685 0.015919318888336 0.01655058003962...
- Mon Apr 06, 2015 1:41 am
- Forum: Support and Development
- Topic: Fix For Laggy Delta Time
- Replies: 14
- Views: 7927
Re: Fix For Laggy Delta Time
If vsync is enabled and the game isn't very demanding. Then just getting the dt from the monitor refresh rate is probably the best solution. Of course you'd need to write some logic to handle computers without vsync and possible love.window.getMode() refreshrate errors. refreshrate = select(3,love.w...